-Started the detailing process, adding textures and props
-Adjusted lighting
-Improved clipping
-Made the capture zone bigger
-The angled roof outside the spawnrooms was inverted and now sticks outside, this works against spawncampers
-Made the colored lights in the "Vent" flank routes dimmer to aid team recognition
-Extended the platform from the scaffold inside the warehouse towards the window to allow scouts/demos/soldiers/pyros to easily jump to the window platform
-Removed the underwater area, now it's just a small pond
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Several layout changes were done, along some minor lighting and detail updates
- The capture point was moved to the bridge area.
- The bridge itself received many changes.
-- Some of the bridge's walls were sealed to work as cover from snipers.
-- The roof was opened above the point to allow for more vertical gaemplay.
-A new area has been added between the spawn rooms and mid to make matches less chaotic and retakes more possible.
-The sewer area was removed, along with it's respective spawn exit (Yes, there was a second spawn exit, it just wasn't properly signalized).
-The full ammo / health packs right next to the bridge were replaced by small packs, and the full packs were moved under the bridge.
-A new spawn room exit was made that leads to the connector rooms in the back side of the map.
-The capture zone was marked with stripes. Some people suggested this even though the capping zone was already signalized by a metal plate, but this doesn't take much effort so might as well do it
- The "Dark campy corner" right outside the spawns was walled off, because it was awful. The surrounding areas were also lit up.