-Adjustments to railings to make it harder to get pushed off.
-Some parts of the roof near the cliff building can now be walked on to get high ground over the point.
-Added new lights in the cliff building.
-Minor clipping, lighting, and pack adjustments.
-Adjusted distance at which some models fade out.
-Fixed the extreme bloom and over the top lighting for HDR users so that the map is visually playable for them. Fixed the logic auto not targeting the tonemap.
-Added a couple func_visclusters that were missing upon decompiling the original map.
-Turned func_nobuilds in each spawn into func_respawnrooms in order to prevent players from bringing pickups into spawn with no penalty
-Brought back all missing overlays that were previous present in the original Hightower, while removing some that were irrelevant for this version
-Compiled map in CompilePal's "Publish" instead of "Full"
-Removed present env_sprite above both points
-Added a capture point hologram that only shows up when the point is active
-Added training_annotations that show for 5 seconds above each point when they active
-Minor texture fixes
-Added cow
-Added func_nobuilds on both points to make them less campable
-Added more railings on the cliff point to make it harder to simply push players off
-Made it so windows on the cliff point one way glass, that way you can't see through them if you're on the point
-Added hud indicators to better show which point is active
-Static versions of the Bday gibs used as Christmas presents under the Christmas Trees! (Check credits in the overview)
-Speaking of the Christmas trees, they were moved a little more out of the way
-Those barriers that onces blocked you from falling off have been removed and replaced with jump pads, offering another method of getting to the deposit point by the cliff!
-New props, details, and clipping changes here and there that you'll never notice! Muahahahaha!
-Announcer now says "Control point enabled!" when a point enables, better indicating that the point is active
-Added env_sprite indicators that show through walls when a point is active for more transparency
-Some new models (Check credits in overview for more info!)
-Removed clipping on some plants that I didn't remove clipping on for some reason
-Actually properly packed some models that I didn't pack before (needed manual packing)
-Other minor texture fixes