Parabolic

Parabolic A10

Changelog:
-Added a new spawn exit closer to the valley, replaced the old main exits with static (decorative) shutters (other smaller exit remains)
-Shortened spawn times
-Added wires connecting the intelligence control point things to the dynamic sewer doors to better indicate that the intel affects when they open/close
-Clipping
-I forgot what else I did that wasn't detailing-related
-Penis inspection day part 2: electric boogaloo

Still no screenshots because I'm a dumbass
Changelog:

-Removed "cap at mid" gimmick, now normal CTF, however;
-Added a 5 second respawn delay to intel when intel is capped
-Replaced helipad at mid with crane holding a box, added other bits of cover here and there and merged the weird large doorway into mid with the crane supports
-Merged the two medium packs at mid into a single medium pack under the crane
-Added func_nobuild to the tanks in the sewers
-I'm a sick fuck I like moster truck

Screenshots:
20200102221933_1.jpg
20200102222023_1.jpg
Changelog:
-Fixed broken doors (hopefully)
-Moved doors that closed on intel pickup to deeper inside the sewer so that the dropdown into sewer can be used to reach the intel spawn even while the intel is being held
-Added func_respawnflag to inside aforementioned doors to prevent exploits, as well as making them also open when the intel is dropped (ie, doors will now only be closed if the intel is actively being held by a player)
-Adjusted dropdowns such that they can be peeked open if need be
-Reduced pack sizes near intel spawn
-Added large doorframe to replace high decorative bridges at mid to make it a little more difficult to take the flag through to mid
-Added window balcony thing between aforementioned structure and intel valley bridge to grant attackers an angle on sentries near the intel (this can also potentially be used by defenders to inhibit stealing the intel)
-Added tiny func_nobuild directly on top of where intel spawns (may be changed later)
-Added some lights + other minor geometry changes

Forgot screenshots, will take them on A3
After some feedback, I tweaked the sewer/dropdown building as follows:

-Replaced stairs into/out of sewer with another chin-style dropdown
-Added doors to sewer cap closest to intel that close when intel is picked up and only re-open on cap or on intel return.

These aren't the best solutions to the problem they're trying to solve, but I haven't seen how the map has actually played yet, so we'll see how it goes.