-Reverted the changes made to the cart's healing and ammo resupply because clearly they didn't do anything
-Buffed RED's access to health and ammo throughout the map to compensate for this

-Moved C even further back, because RED players kept doing things they thought should be good for backward holding the point, only for C to get capped before they could unleash their godlike strategy

-RED's balcony on B has been given a door to the alternate courtyard
-Before, RED couldn't really reach it without getting sniped, so this should help them out

-A fence near A has been raised to make it slightly harder to camp all of BLU's spawn exits at once
-This also gives RED snipers limited cover which should help to make combat in the area more interesting
-The payload dispenser no longer gives ammo
-The payload dispenser now heals at a much slower rate (2 HP/s)
-BLU has had it too good for too long and needs to stop fucking stacking heavies on the cart

-Made some last, desperate changes to D before I scrap it and make a new D point
-These are mostly aimed at nerfing RED's obscenely powerful forward hold and generally making the point less confusing

-BLU's final spawn has been upgraded, receiving a new land-bound spawn exit that engineers can build teleporters outside of
-It is also no longer haunted by the ghost of hl2 refinery props past (whoops!)

-The water texture has been downscaled throughout the whole map cause it looked strange and ugly and difficult to see before
-Fixed an issue where BLU could become trapped in their first spawn after A was capped
-Rebuilt the B area to focus more on the point's new position

-Moved C further back to create more distinction between the forward and backward hold
-C has now been infested with pipes
-Improved RED's defensive positions around C - the backward hold is now very similar to A's

-Attempted to make the backward hold of both B and C involve dry land more

-Gave RED more ability to move around on D's backward hold

-Added a refinery in the 3D skybox near C

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Plans for A2:
-Adjust some of the routes around B, C and D to be land-exclusive
-Improve the water texture

-Attempt to improve B's backward hold (which this update aims to create in the first place) by making it tie in more with the iconic structure B was in before, which is fun to fight in and around
-Improve RED's routing to B from spawn in response to B's new position, without changing the time it takes them to reach A or the B forward hold

Changelog:
-B has been moved further back
-RED was consistently able to get a forward hold on this point after A is capped, but when they lost this forward hold, they just didn't have time to recover before losing B. This change is aimed at making it more possible for RED to have a backward hold on B.
-I don't expect this to actually be fun, it's more of an experiment, where if I'm satisfied with the results I know I can invest the time to give it better geometry later.

-The boat is now bigger and brush-based
-This'll make it easier to hide under and less annoying to sit on top of
-It may also visually clip through things or get you stuck so be careful!

-BLU is now actually teleported to their spawn for B when it enables like they were supposed to be (whoops!)

-Fun fact: You can stand on this fence
1656247708941.png
-BLU now only gets their forward spawn for C once they've pushed the cart far forward enough for it to not stay hidden behind the spawn

-You can no longer build in the window room above A
-Fixed an issue where the water and skybox textures weren't packed into the map file
-Brightened some dark underwater spots

-BLU now gets their forward spawn 30 seconds after capping a point instead of whatever tomfoolery was going on before

-Fixed a number of bugs in each team's respawn room

-RED's second respawn room now has a third exit
-This exit was probably a mistake because it's right over a place where BLU used to like to stand when attacking D's backward hold
-But if the players want it it must be right, right?