-moved around health and ammo at A
-added some health and ammo for attackers around B
-lighting changes around C
-optimization attempts around C
-general clipping fixes
-reworked C to try and make it actually defendable
-clipping fixes
-minor detail changes
-minor lighting changes
-fruit now plays on a loop (there are no fruit nor loops)
-detail changes around D
-changed respawn times after B is capped to favor Red more when defending C
-changed med ammo at C to full ammo
-clipping fixes all round
-widened drop down when red leaves red spawn to accommodate more players using it at a time
-widened other doorway to the outside in the same area
-lighting improvements at D and in building around B
-added arrow inside blu shortcut to try and make it EVEN MORE noticeable
-lowered high windows at D
-added another case by the right...
-changed around respawn times
-clipping fixes (thanks )
-changed blu b shortcut again to try and be even more obvious and adjusted geometry around it to match
-some other stuff I imagine
-added new route at last to try and help blu cap
-added more cover at A to help make a safe area near some pickups
-changed around respawn times
-detail changes
-clipping changes
-made the map more wrap assassin bauble friendly
-other things
-clipping fixes
-minor detail changes
-dog now animates more
-added cover around last and changed the high windows to a balcony
-moved around blu cover at B
-removed props red could use to jump up to the bridge ledge by B
-shrunk drop down hole by red first spawn to negate odd angle sniper sightline
-other things and such
-tried to make blu's spawn to B shortcut more obvious
-lit up area at B by the red tank more
-changed around red and blu spawn times when points are capped
-changed blu shortcut door from blu spawn to B to be more obvious (hopfully)
-detail changes
-clipping fixes
-added more handrails around the death pit at last to help spies to not just walk into it.
-clipping fixes
-minor detail changes
-made transitions between concrete and dirt/grass less jarring by having them use the same blend texture as the loading dock
-changed which window in the building between B and C is open
-removed clems corn sign from C
-opened up defender window at B more to give players there less cover
-added some props to help players jump over the lower wall between B and C...
-clipping fixes
-minor detail changes
-stairs by D are now more OSHA compliant
-blocked a sightline between B and A
-changed glass textures in windows across the map to make it more obvious they are closed windows
-moved oil can on the concrete blocks at B so heavies can't stand over it and shoot out of their eyes at people over the B sign
-fixed forcerespawns after A and B to actually respawn teams instead of not doing anything as they where set to the wrong team numbers
-blocked sightline...