V7
-Fixed multiple displacement seams
-Fixed solid spider webs inside of Point C mine tunnel
-Player clip improvements
-Other minor fixes and detailing tweaks
V6
-Adjusted B upper doorway to block sniper sightline to the upper entrance from A
-Adjusted cover in B to reduce sniper sightlines from the upper catwalks
-Converted many upper wooden supports from func_brushes to models
-Reduced amount of upper wooden support areas in capture points A and B, and used resources saved to convert other func_brushes to func_details
-Removed a few Bot walkways to improve performance in points A and B
-Removed scripted moving bot setups from a few spots to reduce entities
-Simplified many wooden truss forms to save on func_details/t-junctions
-Reduced overall amount of metal brace, pebble, and rock models
-Reduced overall amount of decals
-Reduced amount of trees and bushes in out of bounds areas
-Removed many func_brush objects in out of bounds areas that didn't add much to the overall detail
-Removed a few Occluders to prevent too many being visible in certain points
-Removed a few ambient bot sounds
-Removed a few unecessary displacement chunks
-Simplified hints to improve visleafs and reduce t-junctions
-Updated collisions and adjusted terrain/rocks in many spots to improve movement
-Other minor fixes and tweaks
V5
-Created LODs for all custom rock slab models to reduce resources on Low/Medium model detail
-Set LODs to remove normal maps on custom rock slab models to reduce resources on Low/Medium model detail
-Converted func_brushes to func_details around the map where able
-Converted upper trusses in Red Warehouse from func_brushes to models
-Updated rocks and pebbles in Red Warehouse
-Adjusted lighting in many areas of the level to reduce overal lights used
-Removed many Bot antennas to reduce sprites
-Removed a few ropes to reduce entity count
-Removed a few decals to reduce entity count
-Removed unecessary func_nobuilds overlapping with player clips
-Removed awkward rocks in some corners and improved terrain collisions in multiple spots
-Other minor fixes and tweaks
V4
-Reduced texture memory used by custom models by nearly half
-Removed a few minor props to reduce model and texture memory usage
-Replaced a few rarely used materials to reduce overall texture memory usage
-Added more Australium pebbles to final point
-Adjusted lighting origin of a few props
-Fixed incorrect vertex on large rock slab models
-Added hazard lines to more drops
-Added missing Exit/Resupply signs to new Red forward spawn
-Other minor fixes
V3
-Added Red forward spawn in the basement of the Main Warehouse. New doors are added that are closed during Point A and B, and doors are opened/close to change routes for C and D.
-Changed configuration of main warehouse floor hatch doors. All hatches begin closed now, shutting off the end of the map. Once Point B is captured, both side doors are opened to allow dropping down into the basement.
-Adjusted cover in all points to reduce the effectiveness of multiple sniper sightlines. New rock slab stacks and fenced areas have been added to prevent it being too easy to snipe from many of the higher areas.
-Removed middle wooden catwalk near A capture point and reduced size of upper catwalk
-Added more Bot decals near doorways
-Adjusted Red Main Spawn with a window into a new Bot zone.
-Adjusted final vista to use more displacements, mainly with a new road up the side of the largest mountain.
-Adjusted side warehouses in final capture point have flat roofs, and added rock slabs on top to make more use of the gold slab models in the final Capture Point.
-Adjusted and added new player clips
-Added additional occluders
V2
-Changed A and B gates to be One-Way and useable by both teams
-Adjusted playerclips and collisions
-Added more NoBuild areas on high objects
-Optimized visleafs
-Added additional occluders to improve optimization
-Added additional areaportals to improve optimization
-Added more Bot decals near doorways
Updated to use the Repacked map, original upload was accidentally unpacked.