-Fixed the broken point hud
-Small clipping improvements
-Small lighting and skybox tweaks
-Further efforts for optimization
Shoutout to contributor Pdan4 for his heavy contributions to this map including:

-New custom skybox texture + ambient lighting
-General Lighting overhaul
-Massive detailing overhaul
-More texture changes
-Revamped 3d skybox
-Big efforts into fps improvement

And additional changes that I don't remember! It's been a couple months!
Alright, this one took a while,
Huge changes, fixes and overhaul done by contributor Pdan!

-Major Lighting and texturing overhaul including the change of ground texture, change of skybox texture and even some new custom ones! Also changing time of day from regular afternoon to near sunset
-huge fps performance improvements
-fixed some broken displacements
-better detailing to fully convey the swampy environment.
-changed pickup patches into little logs (awesome idea, dan)
-fixed irregularities in the capzone
-even more stuff that I haven't even found out because I still haven't had the chance to play it!

Lastly, due to bad timing and temporary lack of acessibility on both parties, this version is far from a polished one and errors may be present, hopefully nothing too terrible
Huge thanks to Tiftid for his contribution in assisting with the lighting, retexturing and general optimization!

-added wind
-Reduced usage of custom textures
-Reduced skybox props for better performance
-Proper adjustments to all indoor lighting
-added point_spotlights and sprites to light sources.
-actually properly repacked the map this time, reducing it's file size significantly!
-Adjusted the point capture line to actually match the capture area.
-more clipping
-Openedthe back portion of the bar near red spawn again
-Other small changes I've already forgotten
-general improvements and color correction to indoor lighting. Might have made everything look like mexico now, we'll see.
-A little bit of detailing
-added 20 hidden sandwiches.
-other stuff, I don't remember too good.
Looks like someone forgot to compile LDR!

Besides fixing that, this update only includes minor lighting and clipping ajustments thanks to recent feedback. Let's do it right this time.
Finally, it is here.

It's been so long I barely remember what I changed since then. All I know is I'm still trying to improve fps performance and it's not getting better and I'm only starting to care less. I think at this point it's just the map's flawed format that isn't optimal for good fps as a consequence of my substandard map making habilities. Whatever, let's just see how it goes.
-fixed some areaportal issues
-small lighting tweaks
-made the walls on the point thinner
-made the planks near the point thinner
-fixed a bug where you could walk on top of the sawblade without dying

Now that it looks like most fps issues have been resolved, it feels likethe map may be nearing it's final stages before rc1. Fingers crossed.
-attempts at reducing prop usage for optimization
-sealed some areas with skyboxes for optimization
-adjustments to prop fade distances for optimization
-tried to fix the water being oddly bouncy (still not fixed, someone help)
-additional detailing
-I am going to cry
alright, so I've been working on this version over many long intervals so I might not remember every change I've made but here it goes:

-Changed the grass texture to a less vomit-like one
-Changed the windmill to look broken
-Sealed the spawnrooms for better fps
-Sacrificed a couple goats for lucipher himself just so this map doesnt have any more fps issues please please please
-some detailing to the big houses
-I dont remember anything else
-I just dont want the map to have bad fps anymore please please pelas