Mainly detailing work to finish what I started with B12

-Warehouse 'entrances' finished to the left of spawns on the ground floor
-Skybox edited slightly
-Central point now edited to look like an elevator
-Some retexturing of the outside walls
-Staircases from Offices to Battlements + Security to Balcony thinned at the supports to look cleaner.
Note; There's some incomplete detailing on the ground floor near BLU spawn, this will be expanded upon in future versions.l see below

This update focuses cosmetically on making the various areas of the map feel like they take on the role they are intended to look like- primarily, this has meant re-doing some rooves and reimagining the main point and the rooms next to it.

Layout;
-The 'control rooms' next to the drop-down elevator shafts by the point have been replaced with open-air spaces cordoned off by fences. This improves visibility and allows grenade/rocket jumping into this area.
-The open spaces that blend the office with the warehouse (point) have been replaced with doorways.

Cosmetic;
-The main point room is intended to be a storehouse. However, this has not felt apparent in previous versions
--A retexturing has taken place; this makes the central building appear to be a newer, cheaper addition to the overall structure and makes it feel less 'office' and more 'industrial'
--The elevators in this building now have inaccessible shafts, implying they can be taken to lower levels of the building (how else are you going to get boxes to the top floor of a building like this?)
--The elevators now have a box inside, so scouts can double-jump up the shaft without needing to equip The Winger.
-A delivery bay, including tiles and trucks, have been blocked out on BLU side's ground floor and will be expanded upon in B13
B11 is an almost entirely cosmetic update- only one small gameplay change has been made.

Layout;
-The point has been changed slightly so that the ramp areas which once were a part of the capture zone are now staircases which are not themselves part of the capture zone.

Cosmetic;
-Various props added throughout, including faux windows on the side of the building.
-Windows near one-way doors removed
-Window added near staircase to battlements on the left
-Lighting updated to be more consistent in coverage and varied in colour.
-Some wall textures on RED side replaced with wooden ones.
-Some floor textures on BLU side replaced with tiles.
-Various misc. cosmetic changes.

Known issues;
-Spawn doors do not have collision in and of themselves and are silent when opening and closing.
Two new areas have been added, overall a big update to the spawn areas and flank routes should hopefully facilitate better play around the point.

Layout changes;
-New area #1 is the new spawn courtyard
--Spawn building completely replaced
--Adds additional walk time to point
--Allows greater resilience against spawncamping
--All previously available flank routes preserved
-New area #2 is the new flank route
--Replaces unpopular deathpit by spawn from previous version
--Connects the far-left route to the opponent's flank & battlements without need to cross the point
--New entrance to point area
--Allows non-jumping classes easier access to the high-grounds of the map
-Shape of point room adjusted
-New cover added to point
-Lower main route thinned with the addition of an inaccessible security office
-Billboards near point have been raised and have collision removed, disallowing scouts from using them to jump routes inaccessible to non-jumping classes
-Connecting room on the highest floor sealed off, players must now traverse exclusively using the balcony
-Far-right flank route given additional cover, now considered fully interior
-New building added near the sniper spot

Cosmetic changes;
-Lighting adjusted throughout, map now brighter overall
-Skybox updated with roads
-Car parks added to the ground
LAYOUT
-Billboard signs have been added to the side of the point building, as was present in older versions
-Additional barriers have been added to the flank routes
-clipped a perch point that was present near spawns which would trap most classes

COSMETIC
-Added lighting to match new billboards
Two solid months of work have gone into this!
(Literally, today is the 7th July and the last version was uploaded on the 8th May).

Layout changes;
-Reworked the main point massively;
--The two small warehouse buildings on either side of the point have now been completely replaced with a single, much larger warehouse that links both buildings.
--Lower routes under spawn deleted
--Cabin next to point removed
-Battlements extended
-Lower floor flank route and right-hand access route to the battlements have been reworked;
--battlements can be accessed from the right
--lower floor flank route no longer connects to the right-hand upper floor flank; or the point instead, the 2 routes have been flattened into 1, which is entirely interior and links to the main courtyard.
-Building height has been doubles
-The lower main route has been redesigned to be clearer

Overall, most areas of the map have been affected in some way or another. This is by far the biggest change in layout Topside has seen since early alpha.

Cosmetic changes;
-Surfaces have been retextured throughout, now incorporating tiles
-Lighting has been re-done to better reflect the night-time vibe; only coloured blue/cream lighting is used for purposes other than ambient
-Skybox has been hugely expanded upon, now resembles an entire small city complete with pier, distant farmland, mountains, zeppelin and street lighting
-Soundscapes have been added to the map throughout.

The map looks (and sounds) a lot better now!

I'm excited to see what people make of the new layout; if it works as intended, Topside may be wrapped up around the 12-month mark since its first iteration!
Major Changes;
-Temp Skybox added (craftsmanship to come, this was my first attempt at making one work)
-New staircase to Battlements added to the right of main entrance to mid-floor
-Flanking staircases up to point replaced with more direct staircases
-Consequently from above, pits next to spawn from earlier versions re-added
-Windows into rooms next to point replaced with elevator shafts (this prevents Sentry nests from reaching Point)
-Bridges from battlements to top of cabins replaced with a gantry- players can easily jump down, but non-jumping classes cannot go up.

Minor Changes
-New light models and lighting in the rooms next to the point
-H-beams properly detailed throughout
-Sniper Fences around point lowered to no longer be obstacles at point level
-Stairs down from spawn narrowed
-Vestigial spaces on lower balconies near spawns replaced with inaccessible interior
-Detailed decor added to lower flank room nests (beneath air vent drop-downs)
-Blinds added to some interior windows
-Signage added on upper floors
-Significant brush optimization throughout
-Several props removed from walls

-Probably some other things I forgot about
-previous update included .vmf by mistake
-Staircase on right-hand side of spawn has been added
-Staircase on the far-right side that was present in alpha reinstated
-Main vantage points over mid now have doors which close when the corresponding team control the point
-New route added to the right of the point
-Spawn-rooms completely rebuilt

-Massive reworking of func_detailing should improve performance greatly
LAYOUT:
-Further changed the cover on the forward holds next to point
-Moved the downstairs entrance to the central fighting area to be closer to point

VISUALS:
-Added additional buildings to the surrounding areas, hiding the lower skybox completely