*Fixed hole in blu spawn room Ifreakinghatemyselfforthis........20200601232420_1.jpg
*Replaced medium ammo packs with small packs on mini-house roof.

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*Replaced the 2nd spawn room with a small building that gives invaders direct access to the high ground.
*Reduced the return time of the flag from 60s to 15s
*Moved the ammo pack on the second route to the side of the staircase at mid.20200601232420_1.jpg

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*Removed 3 defending buildings
*Lowered spawn base
*replaced Sniper tower with cliff
*Modified spawn room20200531000311_1.jpg

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*Re-located the Intel to be in front of spawn.
*Added lighting
*Added some decor

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So there is officially a pattern in the way I do things. Ill make lots of major changes in something a version. I test it, decide I'm happy with it, but after uploading it I will immidiently realize there is a small, annoying mistake. So I have to create an entire new version just to cover up for that mistake. Quite frustrating...

Any way, the typical small changes I have made this time are:
*Raised the ceiling of the main building just a smidge.
*Widened up the stairways (ramps) leading down into the bunker. Or basement if you will.

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*Re-located flag
So some people were complaining that the Intel was too close to spawn. (It was basically right on the spawn room's door step.) So I figured I would try moving it into a underground bunker for a change. Its still deep in the enemy base but the enterences to the bunker are a short walking distance away from spawn. I just thought I would give this a try.

*Removed side rout
The new side rout introduced in version Alpha 3 didn't work out. First off almost nobody used it. Second, it was pointless and made the map UN-necisaryly complicated.

*Small adjustments
Raised the indoor ceiling a little bit.
Added a couple barricades on both ends of the bridge.
Removed physical contract from light props.

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The only difference between this version and the last is as said in the title, the exit ramp for the new flank rout intended to enable players to pass the mid-fight has been removed.
Theoretically this should enable the flank rout to remain useful as a ticket past enemy lines should there be a stalemate. But it is off no use for getting away from enemy lines as the ramp leading up to it is no longer present.

BASICALLY what this means is that you have to approach the mid flank rout from one direction and trying to go around the way will not work, forcing you to use it as a get into enemy lines but not out type of deal.Rout B Flank Rout.jpg

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Title should say it all, a new rout has been added that will take lead you to flanking defenses.
New Hall.jpg
(note the camera is facing towards the entrance of that rout)
As I originally theorized it was pretty easy to control mid with a sentry gun, In respond to this I have removed the ammo pack next to the bridge and opened up a rout to get past the bridge.
Some people complained that the two spawn rooms were pointlessly close to each other, so I had them roughly merged. (The purpose is to help counter spawn camping).
Environmental lighting was also fixed, (I miss-typed the pitch to be .37 rather than -37 degrees).

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In each of the main spawn rooms there is some slight elevation, large enough that you will need to jump over it. I'd like to say I forgot about it, but I kinda neglected to add some ramps leading up to it. Just a minor quality of life fix, that's all honestly.