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  • Made Intel room larger
    • Added new back entrance to Intel room
  • Changed layout of area outside of Intel room
    • Open doorway straight to intel from lefthand side closed off, and the area has been merged with the computer room - the computer room door has been also widened
    • New 'U' route connecting to back Intel entrance
  • Vent drop-down spawn exit replaced by new spawn door on side.
  • The wall of crates at mid has been removed and replaced by a more sensible fence.
  • Changed clipping on some railings from block bullets to player clips to allow projectiles though.
  • Fixed some doors closing on players (I still have no idea why the 'delay after reset' was different on them for some reason)
  • Other minor fixes to clipping, etc


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  • Added scaffolding at front of each team's base
  • Moved Upper Spawn exit back and to the right.
  • Added One-Way gates to both Underground platforms to force player to go up to mid outside and prevent teams skipping most of the map to cap.
  • Removed Sentry NoBuild in middle of Underground area
  • Changed texture on monument doors to subway at mid to make them more clearly recognisable as doors.
  • Added Ramp to left-hand route elevator
  • Removed long corridor to dead end in vents
  • Removed elevator shaft drop-down from base
  • Minor tweak connecting left-hand route corridor and computer room
  • Boundary Crates at mid slightly moved
  • Telephone Boxes removed from mid
  • Minor cubemap changes


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Time for another well overdue update
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  • Redesigned basement area
    • Replaced narrow ramp side path on left side (from outside mid entrance) of each team's base with a larger room with a clearer connection to the intel room
    • Computer room layout slightly tweaked with angled wall and one-way window
    • Underground vent base entrance room Upper Vent entrance removed and minor layout change
    • Maintenance corridor divided, removing direct route to intel room
  • back brick paved ramp route now ends merging into the new side room with a drop-down
  • Intel room made slightly larger, and partly lower than rest of the the basement.
  • Removed ramp left of mid entrance from ground floor to upper floor
  • Spawn Rooms:
    • Upper & lower spawns fully merged into one larger room with ramps to both levels
    • Removed exit directly to Underground.
    • Right-hand side vent exit moved slightly and is now a direct drop-down
  • Mid Monument now has doors for players to drop down into the Underground area below
  • Underground:
    • Added crates to the middle area, alongside a Sentry No-Build to reduce camping and sentry nests
    • Removed Spawn door exits
  • Miscellaneous visual and aesthetic changes & tweaks (primarily in the basement and spawn room areas)
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It's been a while since the last update (thanks to a mix of uni work, life, and just not having much motivation for mapping and just needing some time to think).

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  • Replaced left elevator shaft drop-down - replaced with vent shared with the "Computer Room" next to the intel room and concrete "janitor corridor"
    • removed now redundant upper walkway connecting the retired elevator dropdown and intel room vent
  • Made upper spawn's Anti-Spawncamp doors two-way
    • also added a couple extra crates making it harder to jump to the other upper spawn entrance
  • Replaced left double-staircase with single ramp up to the upper floor
  • Slight layout changes to bank foyers
  • Vent exit into intel room has been slightly moved a bit to the right of the intel capture zone (instead of directly infront of the intelligence)
  • Medium Ammo Pack added next to former vent shaft gate
  • One-way window added to room connecting the subway and computer room
  • Computer Room door now two-way, with windows visible on both sides
  • Area between computer room door and intel room has new layout:
    • crates have been moved
    • concrete pillar added to center of this area
    • widened with angled walls on wall opposite intel window
  • entrance to vent added to stairway connecting to lower spawn
  • Some lighting tweaks

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  • Increased the initial round timer from 5 minutes to 10 minutes (should hopefully result in less stalemates)
  • Added new one-way door infront of the upper spawn exits to hopefully reduce spawncamping
  • Added new exit from lower spawnroom to directly to the Subway area
  • Less harsher lighting overall, especially the HDR lighting in the vents
  • Reworked vents to make them less maze-like. All basement vents now connect to a central room
  • Made the middle area larger
  • Tweaked some of the clipping
  • Reworked ramp layout from the intelligence/computer room corridor to the front of each teams' base





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I only just realized now when writing this that I skipped releasing version a4 (and I don't remember publicly testing it), though that was probably for the better. I've been working on and off this rework for the last while.
  • Pedestrianized the Middle area, alongside adding a new middle structure (that's more effective at blocking the previously horrific sniper sightlines)
  • Reworked 'Foyer' areas in the both teams bases, with a new, more direct path to the intel room
  • Made the stairs from the bottom spawn exit to intel room larger, and removed the adjacent area with a drop-down door to the vents
  • Added new storage room area connected to the before the previously mentioned stairs and one-way vent exit corridor.
  • Removed the elevated one-way vent exit to the subway area, and adjusted the clipping around the trains
  • Added drop-down connection between the upper and lower vents
  • Connected/merged upper & lower spawnrooms, and added an additional spawn exit
  • Most areas have been brightened up a bit (most noticeable in the intel room and outdoor subway entrances
  • Added @pont 's CTF Timer Logic v2
a5 sc3.png





The "I finally fixed the stupid mistakes I made!" update.

Fixed the whole 'Red Team being trapped in their spawn' problem.

I had forgotten to change the drop downs in the settings for the lower Red Respawn Room, Func_RespawnroomVisualizer's and the filters for the doors.

I also realized that I had used the wrong CompilePal preset last time that didn't pack the map, and it should now finally include the cubemaps now.
EDIT 04/08/2022: Version a3a also has issues with missing textures and I think I also messed up the logic a bit.

Recompiled, trying out CompilePal instead of Hammer & VIDE to see if that finally fixes the packing issue.
Should hopefully include Cubemaps as well.

Thanks to @That1Yoshi for pointing out the issue!