-Added the Underworld event area. Players have the option to enter the Underworld through portals which spawn once a checkpoint has been reached.
-A full clipping pass to prevent players getting stuck.
-Lightmap and other general optimization has been done to help keep FPS high.
-Redesigned blue spawn to look more appropriate to the theme.
-General polish to wooden buildings.
-Redesigned barn and house near final cap.
-Widened Tunnel cap, this allows blue to get in a little easier, and gives red some defensable positions early on
-Adjusted proportions of first cap for red, the balconies and walk ways are closer to the cap, allowing red an easier time with sentries
-Adjusted blu min spawn direction, it now outlets to the direct blu should travel after capping CP B
-Made the overhang building on the cliffside a one way door until CP C is capped, this again reinforces it as a defensible space for red.
-Adjusted final cap area, some sniper angles are gone
-Adjusted sightlines on CP A and B, cleaner reads
-Candles have been brightened
-Correctly packed new particles and cubemaps
-Added lighting in areas that were a little too dark
-Event elements are added in, but not yet active.