There are a lot changed in this update. Source of feedback.

1: The initial spawn for both teams was moved forward a significant amount. The low-ground right in front of the initial spawn was such a no-man's land when testing against bots even when I had an easy slope up to the point that I decided to shrink it down by bringing that spawn closer.

2: The catwalk above the center door of the initial spawn I found incredibly frustrating as I constantly bonked my head while trying to blast jump out of, so instead I divided the walls in half horizontally along the top of the door and then cut those walls in half vertically to create that ledge again.

3: Turns out that doing the above means you get launched up if standing above the door as the door goes through the small platform above it. So I made the door open down instead. I then increased the door open speed and made the tolerances for a it a lot tighter to hope to try and stop it from catching people.

4: I removed the far left and right side flanks into mid that led you to a pile of boxes and a large healthpack that bypassed the point and the big triangles in the middle. It's completely closed off now with the boxes inbetween the big and small pyramids. The healthpack is now a medium since it's much easier to get to. All of this should help alleviate both the separation of teams into small fights (this will still happen to some degree and I don't want to completely remove that feeling) and help prevent people from getting behind too easily.

5: The small door from flank that is on the big pyramids leading onto the point has now been opened up greatly, very few people ever used that door. This should help that. Also with the loss of the widest opening to mid I needed another larger entrance into mid.

6: The small pyramid under the point was lowered so you didn't have to crouch to grab the healthpack, and turned into a small as a result of both that and that the boxes were brought much closer.

7: The small health pack in flank to mid next to forward spawn was removed, instead the two medium pyramids were shifted right a little, and the further one sports a medium med pack and a large ammo pack.

8: I changed where I wanted large ammo packs what with how I discovered that they tell newer engie players to build near them. So now they are located more where I want engies to build their sentries.

9: Most entrances and exists now have a bright light lighting them up, this utilizes visual weight concepts to draw the player's eyes towards them more, hopefully helping them figure out where to go in the event that they don't notice the arrows for some reason.

10: Bunch of superfluous arrows were removed.

11: Most of the spheres on 2nd were lowered 12-18hu, and the two big platforms that open up to the point were lowered 18hu. This greatly helps maneuverability inbetween spheres and the ground. The 3 small spheres on the ground that are used to jump up to the platforms that overlook 2nd point have clipping on them so you can just walk up them instead of jump.

12: Got rid of all the z-fighting that results from func_detail and world geometry clashing.

13: Cleaned up a lot of the geometry to reduce numportal count by 300.

14: Hid the ends of the displacements that make up most of the inner dome better.

15: Made all areas that one can cap, orange coloured. Debating on whether or not to remove the misc amounts of orange in the map that isn't on a pyramid to further reinforce that colour scheme.

16: Doing all this obliterated the lighting on my prism props and some of my geo for some reason. A significant amount of time was spent trying to fix that x.x