- Removed a wall near the left flank in the first courtyard

- Removed the nobuild in the Cliffe Rocks building

- BLU now gets 4 minutes after capturing B

- RED's spawn time at C has been slightly reduced

- Made one of the deathpits near C more visually obvious from above

- The high ground doors above C no longer open until after the point is captured



- Removed herobrine
- Fixed the metal grates for real this time probably

- Removed herobrine
- Nudged point A back out from under the bridge a bit

- Fixed some clipping issues

-Tweaked D

- Fixed some metal grates at D appearing invisible
- Adjusted clipping
- Adjusted spawn times at D
- Added a small staircase into the left flank on RED's side
- Added some metal strips to reduce visibility through the base of the yeti tank
- RED is now once again force respawned after A is capped to prevent BLU from rolling through B uncontested
- Fixed explosions passing through the metal grates at D
Reworked the right flank at A:

- Reduced awkward prop spam
- The window room is now at a 90 degree angle instead of a 45 in order to remove the need for the giant sign
- There is now a staircase to the window room from the low ground instead of a prop jump
- Added some cover underneath the sign room

Made some significant reworks to D (Special thanks to Suna for help with this!):

- Removed the red walkway over the main route in front of the giant fan
- BLU's staging area has been expanded
- The left flank is now a dropdown into last (might be too strong for BLU - we'll see)
- Removed the left low ground route
- Replaced the Leaning Tower of Propspam with a raygun
- BLU now has a high ground door overlooking the main route
- Pushed RED spawn back and gave them more of a high ground overlooking the point
- The yeti is higher up and there is now a rollback ramp right before the final checkpoint
- Reopened the route onto the high ground through the truck area

- Added Norway

- Miscellaneous minor tweaks and fixes

- Removed herobrine
- Mitigated a crack sightline from inside BLU spawn
- Removed the transparent fence view into the "Cliffe Rocks" building near B
- Added a one-way dropdown in the control room in order to help BLU players reach the main cart path
- Removed the rollback zones at D

- Adjusted pickups
- Fixed an unclipped roof

- Removed herobrine
- Adjusted pickups
- Nobuilded the truck spot
- BLU spawnpoints are now adjusted to encourage use of the left route once A has been capped

- Reworked the left flank into D with a dropdown so that RED can't push into the high ground as easily
- Tweaked RED's spawn at D to give them more high ground and make it harder to camp

- Removed herobrine

More adjustments are planned (especially to A), but I wanted to push these changes out before the next test.
- Adjusted pickups in some areas
- Adjusted respawn times

- BLU no longer gets their forward spawn immediately after A. For testing purposes, the bonus time for capturing has been increased.

- Added a shortcut door to RED's high ground at C that closes after the point is capped
- Reworked part of D to reduce sightlines a bit
- The end explosion now kills you

- Miscellaneous minor fixes
- Removed Herobrine
- Expanded BLU's first spawn and split the spawnpoints into three groups
- Reduced and relocated ammo in the sign room at A to make it harder for RED to abuse it
- Mitigated some particularly annoying sightlines at A

- Reduced RED sightlines at B and made it easier for BLU to reach the cliffside flank from the main route

- Fixed janky collisions on some props in the cave
- BLU now gets 3 minutes after capping B and 4 after capping C instead of vice-versa

- Nobuilded an overpowered sentry spot at D

- Miscellaneous tweaks and fixes

- Removed Herobrine
- Adjusted spawn parameters at B to make it harder for BLU to roll through too easily with their new closer spawn
- BLU now gets +4:30 after capping A instead of 5 minutes
- Miscellaneous minor fixes
- Removed Herobrine