- Changed how the grate on the sentry platform on last is constructed, limiting vision a bit more
- Made window on red side of D one-way and a bit smaller
- Added mesh to sentry platform on last to allow vision
- Added more doors to closed off routes to reduce confusion and hiding spots while routes not in use
- Added some detailing to help with callout generation
- Added info_observer_point
- Fixed up some clipping and texture orientations
- Brought wall at back of B in a bit to make area smaller
- Added shutter between back of B and BCD lobby area (which really needs to have the callout "Escher")
- Added chicken wire next to D door of Red's spawn to make underpass visible from the spawn door
- Trimmed red's func_respawnroom so it no longer expends outside red's spawn
- Added trigger_hurt and func_nobuild to deathpit
- Fixed red's spawns for after C is capped not enabling
- Remade A and C
- Rearranged high ground placement on D
- Added window on D that opposes new high ground
- Reworked connectors and spawns
- Reworked BLU spawn
- Shortened the distance between BLU spawn and points A and B
- Reworked B/C/D connector
- Reworked entrances into C
- Reworked RED spawn
- Reworked C/D connector
- Lowered window into D
- Reworked A/D connector
- Remade point A
- Removed one route from RED spawn to D - now only one door directly out to D point from RED spawn
- Added some health and ammo to the top area of D point
- Reworked BLU spawn and connector between BLU spawn and A
- Added some health and ammo under B point
- Added windows in B/C/D connector
- Added some more gameplay signs and overlays
- Redesigned A and B
- Redesigned B-C-D connector
- Redesigned A-D connector