Sapphire

Sapphire A8

Deleted everything but last
Map is now symmetrical
Added train gimmick

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Made some quality of life changes
doors and signs now do what you'd expect them to

i''l reupload to vbot to get a demo that shows me the map-flow problems a bit better
Figured I wasn't ripping off cp_gorge hard enough so I replaced blue spawn with cp_gorge
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Also:
New pickups errywhar
Moved C forward
Created a new route from D to B, allowing Red to setup defense easier
Brought the tower back
Shifted A back to the top of Blue forward spawn
Ripped off badwater 2nd
Brightened up the flank under "The House of Many Grains"
Unclipped the Boathouse roof

And undoubtedly a bunch of other things I forgot

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I'd give a proper changelog but I forget what I changed
the Beach is totally new
otherwise I mostly just changed everything I got feedback on

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Gave blue a forward spawn after capping B or C
Simplified A (taking inspiration from cp_egypt 1-1 & 2-1)
Still not at all happy with how difficult B is to defend and how hard to find the points are in general
The spaces between points are really messy and I want to fix that, just don't quite know how yet
Attackers definitely don't flow equally from A into B & C, but then C is easier to take if you have B (in which case the flow is really backwards right now)
Also I think D is a little too noisy now.
But we'll see, thats what tests are for.
Added a boxjump out of D through the alley window (for red spies to push out)
Changed B & C since one is generally capped first (so red should defend b first)
Sprinkled lots more pickups around
Reduced time rewards given by B & C
Changed B (formerly C) to give defenders a greater advantage
Made the B-to-C connector behind A more appetizing (hopefully attacking players will no consider it more)
Adjusted spawntimes slightly
Tried to make B's (formerly C's) flank more viable, as the best strategy at present is to push through the choke then push on into D

I'm trying to make it B & C more defendable, and equally important to hold,
but also equally important to Blue's push into D
Though for now I'll be trying to change the way Blue moves on from A
and the way Red defends C (the Barn)

Hopefully this map keeps improving!

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Added more entrances to D
New pickups around B
B to D transition building is now Red
Respawn wave times are faster
Blue now spawns exclusively above ground
fixed busted spawnpoints
added red forward spawn
added signs and pickups
small changes to C