I got busy with living as well as Uni work, so work on this map has been sporadic. With 80% of my time spent on the lift and 10% on the new lighting. If it's still majorly fucked I may potentially commission someone else to work on it.

  • New lighting.
  • General small alterations to buildings to make the buildings feel more organically constructed.
  • Added some props around the doorways before A to add attention to them.
  • Removed the slide and added a doorway to let spies have more interesting plays at A point. (sorry)
  • Changed the cliff area.
  • Changed B.
  • Redid lift (hope it's not fucky).
  • Redid timings on C so Red should actually get to set up there.
  • Added a forward hold for Blue at D.
  • Added a room for Blue at D above the final cart path section to help them take out sentries.
  • Funny telephone pole.
  • Lowered the big door before A.
  • Smallened the door after A.
  • Redid the side building for B.
  • Simplified an area after B, added a nice train detail.
  • Replaced the gravel pile at C with a normal platform which Blue will have an easier time using.
  • Added a new stair up to the platform on the far side of C to combat this. Should make combat for Red more interesting and dynamic.
  • Moved the conveyer and platform further into the area.
  • Lowered the entrance to the tunnel after C.
  • Redid the sneaky cover under the platform at C.
  • Gave Blue immediate access to the platform at D.
  • Removed a building in the side area at D.
  • Removed a way for Red to immediately look over the side area at D.
  • Added some silly little stairs to the final stretch of cart path.
  • Used a different, lighter blend texture at A so that elderlon can play the map.
  • Added a rock model to the area after the leftmost exit from Blue's perspective from spawn to help with sniper sightlines.
  • Removed a medium healthkit that I feel was making snipers too dominant on A, replaced it with an ammo pack.
  • Added a small crate to A so scouts can jump to the highground.
  • Lowered the entrance to B point, as well as lowered and smallened the doorframe so that snipers can't shoot out from the top of the lift.
  • Flipped around the staircase up the side of the lift.
  • Added a smol plank to help with not falling off.
  • Moved forward the highground in the flank and added some cover to it.
  • Added a new staircase in the flank for Blue.
  • Redid C's walkway flank so that it's more effective to control for both teams.
  • Changed around some cover after the tunnel after C to help with sniper sightlines.
  • Removed the path that lets you rotate from the cart area to the flank, you have to move through the main flank to get there now.
  • Added a new sentry/hold spot for Red on the other end of a sniper sightline, should be somewhat difficult to take out.
  • Medium redo of the flank lowground area.
  • Overhaul of the spawn so it's tighter designed (hopefully).
  • Redid the sniper cover near the spawn so that snipers (hopefully) have to stand in a single small angle to be most effective.
  • Added some new small structures which you can clamber on.
  • Added spec cams.
  • Hopefully fixed a bug where people would get stuck in spawns
  • Redid Iconic building at A.
  • Redid ammo at A to better help engineers.
  • Redid geometry of A to give more places to set up buildings.
  • Added a long awaited staircase for anyone on the lift at B.
  • Added some cover at B point for engineers.
  • Added a new sideroute for C's choke.
  • Reconfigured C's pickups and added a bit more ammo.
  • Removed a beam to make a sentry less annoying to take out.
  • Redid D's balcony area to better help engineers set up and not be constantly pressured.
  • Moved A point further along the track.
  • Decreased Red spawn time for B.
  • Added a new, limited use route at C.
  • Flipped around the wall of the cart shack at D.
  • Adjusted the main flank at D.
  • Change the geo around the cart shack to better help defenders.
  • Added a small rollback zone.
  • Fixed red's spawn for C not teleporting players.
  • Simplified B's lift room and hopefully highlighted a sentry spot.
  • Changed the floor blend in first area, we now have COLOUR.
  • Moved iconic door before A.
  • Simplified area after A near cliff.
  • Simplified B building and better realised what my ideas were for the point.
  • Redid the chickenwire room at C.
  • Added a shack at C that should become a sentry spot.
  • Redid hold building for Blue at D.
  • Redid Red spawn after C.
  • Removed easy route up to the conveyer highground for Blue.
  • Added shared route up to Conveyer highground at D which ties into redone route for Blue into DMey lowground.
  • Semi major changes to A point to see if that's what is skewing rounds.
  • Very small changes elsewhere
  • Moved back Blue's spawn at A.
  • Added displacements in the first area.
  • Reconfigured the building to the side of B to make attacking a bit more difficult.
  • Enlarged a holding area for Blue before C.
  • Removed a doorway for attack over the cart before C.
  • Redid C with Chin's help.
  • And semi major redo of D.