Well, here it is. The biggest update this map has ever gotten. Let's get cracking!

Tore down the walls in the first courtyard and replaced them with fancy barriers
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New spawn room
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Spawnroom courtyard #1
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Spawnroom courtyard #2
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Fancy vent thing
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Entire new area
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More of said area
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Closed this doorway
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Made this a little cubby
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Opened up this area
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3rd cap zone
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Routes to new area from caves
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Let's see how this goes!

Btw I added objective signs
I added a small but useful sniper sightline and added the finale event

Finale event....
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I just removed a box to open a sightline
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Smaller Changes Include:

- Fixed some fade distance issues

- Re-used the leaking methane to create rocket fuel for a nearby warhead
I've been on a mapping streak since summer started, so here's another update.

Reduced the amount of empty space in this cave and made it fancy
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There's a resupply locker here now, and the door was moved slightly so you have a straight shot from the ramp to the door. Also the door is now two doors that separate so it doesn't clip through the roof
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Added fog
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Widened the mid concrete high ground
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New roof shapes
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Opened up the peak a bit and added more cover
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Smaller changes include:

- Did another optimization pass, adding occluders and prop fade distances

- Made the upper capture zone larger

-Added a nobuild to the small building at mid
This is mostly just alpha detailing for blu side, but there are a few gameplay tweaks

Blu spawn detail
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Lowered the wall here to prevent demos from camping mid from far away
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Grate spawn detail
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Also removed collisions of certain props so you dont get snagged on them
So, I skipped a14 because I made Garner KotH for 1 version, and yea not many people liked that, so here we are

There is now a second capture zone at the top of the hill where the minecart stays for 15 seconds, goes down the track, stays at the original capture zone for 15 more seconds, then leaves
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The Trifecta
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More alpha detailing
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Added areaportals and hints for great amounts of optimization
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More fancy posters
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Added this window here to show players that the side route exists
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Added this small porch to the second courtyard
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Made this health pack here medium
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Smaller changes include:

Opened the window at mid so you can walk through it

Made the large health pack at mid small

Adjusted clipping and skybox brushes

Honestly it's a surprise that the mercenaries aren't dead by the natural gas leakage
The pit flopped, so here's a11 but better

Added some alpha detail
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Fixed an interesting texture choice
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The ramp going up to mid is now a staircase and added more cover
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The Barrier is back!
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Extended this wall out to prevent a nasty sightline
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Shortened this building's ceiling and added a small deck
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Shorter slope
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The 3rd spawn exit is blocked off
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More mid
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Smaller Changes Include

- The building at the bottom of the slope at mid now has 1 window and both entrances connect

-Adjusted clipping

-Added more cubemaps

-Added more soundscapes

-Adjusted health and ammo slightly

-Added some subtle details here and there
I moved the objective under mid, in a hatch that opens when the minecart rolls in
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The Pit
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I replaced the eyesores of walls at mid with sheds, which also helps nerf some nasty sniper sightlines
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Inside the shed
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Small changes include

- Adjusted Clipping

- Made textures more consistent and less messy at mid

- Although the threat of a gas leak from inside the mines has been resolved, the mercenaries are still exposed to copious amounts of methane gas
Yea it's been a while

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Made the medium health pack at mid large
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Added health and ammo to this side room
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Did a detailing pass on some buildings
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Made the rocks red

Small changes include:

Adjusted clipping

Regulated the gas leaking from the inner depths of the mine, although the facility is still a major health hazard

Submitted application to the Longboy religion
Most of this update is just quality of life, so yea

Made this bump thing a vent
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Added a small room to mid to weaken sentries
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Added a lower spawn exit
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Replaced the ramp dropping down to the mines with a dropdown
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Also made the bump at the top of the ramps near mid make sense
also made the ramps up to the peak of the map a net covering coal or gold
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Another look at the lower spawn exit
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Hello again, it's been a few hours since an update, huh?

Not many visual changes come with this update, the main change is that the minecart doesnt appear as frequently

Small changes include:

-Replaced the extremely shiny concrete textures

-Added some more neat textures

-Adjusted some more clipping

-Added a patch under a healthpack

-You cant go on the pipes at mid anymore

-Mined more rocks out of the darkest recesses of the mine, at this point the facility is a serious safety hazard