Reworked geo and cover on point and throughout mid to make mid less dangerous and eliminate a bad crossmap sightline
Widened doorways and paths in cave for less cramped traversal
Adjusted clipping around rocks
Clipped some cheeky palm tree perch spots (and added an easter egg to the one who found them)
Added rope fencing on cliff ledge to better read as out of bounds
No build added in deeper water
Patches under pickups
Shifted the small pickups through main connector slightly further from connector
Gave map a flat texture pass
Adjusted pirate building cluster detail
Gameplay signs to direct to the point
Fixed 3 visible no-draws
Considering lowering the base respawn wave time from 5 to 4.5 and changing the cap adjust value to 1.5 or 2 - It seemed like the team trying to retake mid would often be staggered, but I think that's likely a symptom of mid territory control being obviously better for the holders of the point, and therefore its deadly to enter mid without your whole team. Will see how it plays!
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