If everything goes as expected in the next playtest, this should be the last version before RC1. I think I've pushed this map as far as my vision goes, everything's the way I want it to be. So I feel like it's time to officially wrap this one up.
  • Fixed control point unlock countdown not working properly (Thank you @Mr. Burguers).
  • Fixed early props around the map (Thank you @Fluury).
  • Fixed desaligned props and textures around the map.
  • Fixed wrong soundscape for vents.
  • Fixed weird road overlays gliching out of bounds (Thank you @Hoppkins).
  • Fixed props that you could stand on around the map.
  • Blocked the possibility of getting on top of the vent (Thank you @Brokkhouse).
  • Added proper clipping below control point flank (Thank you for your big head hitting the ceiling @Brokkhouse).
  • Added plasma death on pit via vscript (Thank you for the suggestion @Hoppkins).
  • Adjusted props on water to better comunicate that I don't you to build teleporters there, silly.
  • Enabled radial fog I think.
  • Minor adjustmnets to lighting around the map.
  • Minor adjustments to 3D skybox lighting.
  • Mixed/Added gmans around.
  • Removed func_nobuilds around the top of props and brushs around the control point.
  • Finally added cubemaps.
  • Revision of lighting around the map, especially on BLU side:
    • Now almost all lights on BLU side are cool temperature for better differentiation of the RED side.
    • Reduced and dimmed distracting lights around the map.
  • Expanded 3D skybox.
  • Removed, simplified and clusterized props around mid to improve performance.
  • Removed expensive water to improve performance.
  • Fixed inconsistencies between BLU and RED sides.
  • Mixed secrets around.
  • Moved one cable... yeah.
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  • Removed prop that broke after 64-bit update
  • Removed ugly custom posters
Not a lot of changes, just testing some minor ajustments
  • Improved visibility of some structures in the 3D skybox
  • Reduced the space players can hide buildings in the water pool of both sides
  • Added cover in the left flank
  • Added little high ground in the right flank, also made the window one-way so attackers have visual advantage
  • Added Hammer Valley poster, very important hammer factory in the region
  • Added 1 (one) more cable :oops:
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  • Reduced cap time from 6 seconds to 5 seconds
  • Changed health to medium kit in high ground flank
  • More art pass around control point
  • Adjustments to 3D skybox
  • A lot of optimization
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Not a long break I guess. This update has been in the back burner for some time now, so probably there are more changes but I don't remember.
  • Removed some of the shields around control point
  • General adjustments to lighting around control point
  • Reconfigured health kits below the control point
  • Adjustments to 3D skybox

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Probably the last update before a long break from tf2 mapping. Unless some major intervention is required, of course.
  • Optimizations.
  • General adjustment to lighting.
  • Artpass in the intermediary areas and spawns.
  • Simplified geometry around spawn exits.
  • Added little high ground area on the right flank.
  • Removed props on the left flank to allow some better engineer sentry spots.
  • Added dead end in the vent because why not.
  • A lot of optimization
  • Major adjustments to lighting
  • Little bit of artpass
  • Some sound work
  • Added menu photos
  • Removed gabe :(

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  • Reduced time to capture the point by 1 second
  • Added vent route
  • General artpass
  • Adjustments to the 3D skybox
  • A lot of optimization
  • A lot of clipping
  • Reduced environment light brightness
  • Changed health pack below the capture point

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  • More artpass
  • Initial clipping
  • Initial optimization
  • Changed the general space of some areas without changing the layout
  • Added nobuild to the capture point
  • Added highground exit to spawns

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