- Completely OVERHAULED first BLU spawn
- Moved further back
- Put at an angle
- Added height variation
- Added more terrain/walls to make the area less open
- Death trap, teehee >v<
- Moved cart spawn to be further back
  • Expanded and added extra details to A
  • Changed RED's Shortcut for A to close upon setup end, rather than upon A capture
  • Rolled back B lock point
  • Shortened B lock point captime
  • Combined buildings around B
- Added extra rooms, too
- Added extra access points and ramps
- Removed bridge
- Removed skinny window
  • B CONTROL POINT FINALLY HAS WORKING HUD VIA VSCRIPT! (Thanks Blade x64!)
  • Clipped off roof of B buildings
  • White devtexture used for ground changed for darker texture for eye comfort
  • Removed 2nd lock point (not checkpoint) entirely
  • Removed elevator on last
  • Moved final checkpoint forward where elevator used to be
  • Added more pickups around final
A2 --> A3 [CHANGELOG]:

- Decreased Red's respawn time from 9 to 7
- Increased Blu's respawn time from 3 to 5 (until A is capped)
- Red players hiding in the forward spawns get teleported
- Text is now displayed to both teams informing them of when Blu needs to cap one of the Locks
- Lowered the height of the cliffs and increased size of skybox
- Made some of Red's buildings have fancier roofs (detail only)
- Made lighting smoother
- Added a welcome point

- Fixed missing brush under A
- EXPERIMENT: Added a door that halts Blu's progress after A for some time
- Minor adjustments to from A to B; internal wall, window

- Increased Primary Lock's cap time from 15 to 20
- Added another forward spawn that is used by both Red and Blu
- Added a little highground and flank around B

- Removed a duplicate ammopack around C

- Fixed a map-breaking bug where the cart attempts to rollback into nothingness on D's lift, getting stuck
- Redid logic of elevator; cart no longer breaks HUD while waiting for Secondary Lock to be capped
- Removed shadows on a couple of rails in D
- Added some hazard tape around Secondary Lock
- Increased the size of the capture area of Secondary Lock
- Made food pit deeper
- The moving brushes around D are no longer capable of trapping players
- Minor detail enhancements
A1 --> A2 [CHANGELOG]:

- Lowered brightness of light_env
- Made the lightmap lower to make the shadows 2x smoother

- Fixed bugged geometry at A
- Updated textures for A's underarea and its hole for better visibility
- Tightened the arc to A in order to eliminate a sightline from the other end
- Changed the route from A to B a little to be slightly longer

- Updated Red's setup spawn to also function as a Blu forward spawn upon capping B
- Changed Red's setup spawn to disable upon A's capture rather than setup's end
- Fixed some dubious geometry around Red's initial spawn
- Added some "no entry" signs for setup, to help clarify where Red needs to go
- Minor brush adjustments around B

- Removed the loop on C
- Made the entire area around C much tighter/smaller
- Added an alternate flank to C as well as a high-ground route
- Gave Blue the high-ground leading up to C
- Made the sightline leading up to C less intense
- Made the building on said sightline more sophisticated; made larger and split into rooms.
- Other minor brush tweaks
- Adjusted health + ammo positions

- The small alternative choke to D was repositioned to be less awkward
- Overhauled D. Has some elements from the old design but is still very different
- Made D larger
- Gave Blu high-ground before D
- Added two (and a half) alternative routes to D
- Redid Red spawn
- Added some health + ammo
- Cart rolls forward onto platform for quality of life