Hud issue fixed, thanks @Yrr for finding the issue
fixed an un-walkable displacement
pretty sure I changed another ammo pack but I can't remember now
added window to the B flank upper entrance, to try and make it more visible, and to give some info on what's sitting up there.
also added some lighting since it was too dark
fixed the ramp going up having some jank vertices
added lights around the blu entrance to B. hopefully this entrance is visible enough now, and an advantageous area can be seen connected to it so...
fixed non-solid props, and floating hut/props
Inside of A, a piece of cover was removed for sentries to get some more visibility
Changed the door to B flank from blu to be larger, and simplified B flank route.
A window has been added next to this door in place of some small brushwork
Replaced crates with a (floating, I know...) security hut
Added an upper level to sniper deck area of B, accessible through the flank.
Skybox and blockbullet separators have been put between a lot of buildings to stop spam over...
forgot to include custom soundscapes in last update
added a door on A flank to stop too much bypassing of defences until point capture
very minor detail changes
Changes were largely made to C and routes into it
Changes to C, its holding area, and one of its flanks.
bridge now replaced with a staircase room that opens on cap, but moving ramp is kept.
experimenting with blocking a sightline on A ...
Added a wall for main entrance at D to see how pushes are affected
changed some ammo
fixed some clippings
added some bread
A few clipping fixes
changed lights in red first spawn to not have sprites
changed crane model
I dont remember what else
clipped the pallets on top of the crates
fixed sentries not being able to build in underhang near B ramp
smoothed displacement at B
fixed a teleport brush sticking out at red first spawn
removed erroneous trigger brush
changed some ammo pack sizes
lots of clipping changes
B point has had some detailing and structural changes around the point
B flank no longer exits outside red spawn, but will exit near the point (still same number of exits)
added explosion and kill trigger at D
made smoke particle at D a darker green
changed the sawmill soundscape to a custom one so that waterfalls don't have thunderstorms
info_decal changed to overlays, and some brush sides reassigned
some displacement creations and...
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