Refresh: Steel

Refresh: Steel f12

Credit to Hondjo and Bereth for their work on this version

Fixed headbug exploit into Red B Spawn
Fixed tele safe spot in Red B spawn
Fixed floating lamp on A
Fixed miscellaneous visual bugs
Improved clipping and splash on C pipes
Improved area outside D spawn
Reverted back some decorative beams around map
Credit to Hondjo and Bereth for their work on this version

Fixed 'Ice-Skating' on the glass in deathhall
Improved splash handling across the map
Changed BLU setup gate to B to face the correct way
Credit to Hondjo and Bereth for their work on this version

Fixed busted fridge on RED E spawn
Improved clipping near RED E spawn
Improved clipping in BC connector
Improved blockbullets on stairs across the map
Improved blockbullets on windows across the map
Removed collision on some lights across the map
Credit to Hondjo and Bereth for their work on this version

-Fixed death pit kill trigger
-Miscellaneous small fixes
Credit to harris0n for his work on this version

-Updated the clipping on the planks inside the shed on the B highground
-Updated the clipping under the speakers on the B highground
-Updated the clipping behind the box at the end of deathcorridor
-Updated the clipping around the outside of the B highground
-Updated the clipping on the stairs inside bluespawn leading to A
-Added a grate to fill in the hole above the area between red's forward spawn exit and BEC/wishbone
GENERAL
Fixed the door collision on all red shutters

A SITE
Added block bullets to the front of the fence shed

C SITE
Converted some clip brushes with blockbullets along the dirt

D SITE
Raised the railing above elbow to the roof
Adjusted the wall in the rockwall elbow to be closer to how it is in stock steel (previous version had the area thinner than stock)

DEATH CORRIDOR
Corrected clipping on the staircase
Fixed some missaligned textures
PATHNOTES

GENERAL
Replaced all patch overlays under health and ammo with func_illusionary ones so they are always visible
Made all chickenwire textures the same size and rotation to maintain consistency
Compiled using Fubar's BSPreveal

BLUE SPAWN
Added the arches back near the resupply cabinets

RED FORWARDS
Removed the ability to shoot through the spawn doors

B SITE
Adjusted the ladder leading to the top of the shack before the B-site
Changed the clipping on the planks in the house on highground to a blockbullet
Removed solidity from the lamp in the house on highground
Smoothed out the ground around the small ammopack near the truck
Flipped the lantern in Red dropdown

WHITE ROOM
Fixed texture misalignment near the trolly
Adjusted the glass in front of the rock wall (will be updating this detail further in a future version)

E SITE
Merged all kill triggers into one in the bottom of the pit
Increased Damage of Kill Triggers (500 -> 1000) to prevent exploit of overhealed FoS Heavy
Small update to fix an oversite related to pit related deaths causing players to die as soon as they respawn.

See that explanation here
Replaced the chickenwire on E with metalgrate texture to fit better thematically.

Fixed clipping the A - Whiteroom/Lobby connector.

Reworked Blu's spawns so that you will now players spawn an equal distance from each other and with a better chance of having a good spawn.
Removed solidity from all railings
Fixed clipping on some overhead props in BEC and C
Adjusted some texture work on B and D to limit the amount of chicken wire used throughout the map
Fixed pyro being able to shoot through the door on A as well as most projectiles and hitscan being able to shoot through the sides
Made the staircase on C and the full hp house on A on grid
Finally added cubemaps