Updated koth_cavein to a8!
Released koth_cavein_a7!

-Further reworks of spawns to be more interesting and less prone to camping and annoyances by flankers
-rework of buildings separating spawn and the courtyards in red and blu sides so that they further discourage and make it easier to punish flankers from camping
-added new path to mid, a bit quicker and leads much more smoothly into a split level going either to mid or to the underground flanks
-removed catwalk over toxic water pit to make it less susceptible to engineers overtaking underneath as well as making it more difficult for less mobile classes to take advantage of the cross-over to get behind the enemy's frontline
-added some more aesthetic details in spots that are very unlikely to change at this point in late-alpha

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Updated koth_cavein to A6!

-Further extended spawns away from the point as for the distance to not be too short
-streamlined the paths from spawn to mid
-improvements to crowded feeling at mid from the prop piles
-(hopefully) made the underground area feel less useless whilst also not being obnoxious to deal with when people do use it
-removed Herobrine
This is the King of the Hill version of my existing map Cavein, which started life as an arena map and has since expanded here and possibly more gamemodes in the future. This is the 5th version of the map, and 2nd public version of the map under the KotH gamemode. moved red and blu spawns a bit further apart and from a different angle, added a new series of buildings and some alternative means into the underground area. Have also tried to improve mid a bit by making it feel less cramped. Ever excited to see what folk think, lemme know any feedback yalls have and thank you for checking it out :)

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