Major Changes to the fundamentals of the Map
-Turned the map from 4 Points to 6 Points
-Added A New Dam / Power Plant Area Inbetween 3rd and 5th Point where the Track Completely underwater
-Completely Reworked Last Point to wrap around in on itself, also Now is Indoors along with 5th Point
Major Changes to the Area inbetween 1st and 2nd
-Changed the Area So the Cart wraps around the "Tower/Pillar" in the the area then continues on as it has in previous versions
-Detailed the Area somewhat with plants, rocks and other minor props
-Added a Blue Spawn that activates once Blue Caps 1st
Major Changes to 3rd Point
-was 2nd Point now is 3rd Point
-Added Additional Buildings Above 3rd Point for blue to attack from as well as holding their new spawn once Blue Caps 3rd
-Changed 2nd Red Spawn to be more indoors to prevent Snipers and scorch shot Pyros from Camping
-Added Additional Buildings on red side for Red to defend, they also lead into Blues buildings to Counter Attack
-Added A Tunnel that Empty's out right before 3rd point for Blue to Flank Red as well as for Red to Potentially Counter Attack
Addition of 4th Point
-Added A New Dam / Power Plant Area Inbetween 3rd and 5th Point where the Track Completely underwater
-Has A Side Area that's completely inside for Blue to Flank Red
-Once Blue Caps 3rd, Red Moves to their New Spawn in the middle of this Area, has 3 Doors
Changes to 5th Point
-Was 3rd Point, now is 5th Point
-Detailed the point Massively
-Added an Additional Flank route for Blue that leads into 5th as well as into 6th/Last
Major Changes to Last
-Was 4th Point, now is 6th
-Made the Track Longer and now wraps in on itself and around Reds new last Point
-Added a Sewer pipe that has Water to make a mini River
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Bugs
-There is a hole in the 4th area that players may get stuck in, i added a ledge to try to fix it but it only somewhat helped, players can still get out if you go to the corners of the area or if you are a Scout
-i Forgot to add a resupply Cabinet to Red's 3rd Spawn
-I added Triggers to all the spawn rooms that activate once Blue Caps Certain Points but the Ones For Blue's 2nd Spawn and Red's 2nd Spawn Don't Seem to work for Some reason, the rest do, will look into in the next update
-Forgot to Add Player Clips to the Roof Section on 3rd Point and the Tunnels between 1st and 2nd
-The River on last players can get stuck in forcing them to kill bind to get out (I Thought i made the area big enough to crouch out but apparently not
I Will Try to Patch these bugs in a update that should come out in around a week or so, also sorry it's been a month since the last update, Mixture of school, Work and other things prevented me from posting. also there was a bug with the Water where you couldn't see it like the map was leaking but my compile didn't get me any leak notices, it was like that for a month and then yesterday it just randomly fixed itself so that's fun