Obviously a full art pass complete is gonna have a lot of changes so let's first list the visuals.
The first one to mention is Freyja's contribution to the map with how quickly she churned out the sheered basalt ground texture and how much it brings out the feel of last. Really important texture that one.
The displacement eldritchian abstraction that is above last also got a big upgrade, there's now abstractions above the original for depth and they all fully connect to the walls.
This got turned into the 3d skybox, and you'll also notice a bunch of abstract cubes floating in the sky too. Those were made by yours truly, though the pattern you see on them (and everywhere else with an abstract pattern) is done by Mrmo Tarius
https://bsky.app/profile/mrmotarius.bsky.social. I just converted the patterns to a useable normal map through a lot of photoshop editing.
Also a bunch of the basalt rock wall textured geo (from the basalt pack
https://tf2maps.net/downloads/ctf_giants-basalt-assets.14835/) behind the displacement spheres on 2nd got turned into skyboxes, but only ones that were out of the way visually as skyboxes always get rendered behind the level, so they'd look incredibly wrong if I tried to make the sphere side rooms have towering basalt walls.
Bunch of texture wrapping and uniformity was applied to make everything look better.
Cubemaps have been added, and the crystals have been made to be reflective. Something to give them that oomf that they are crystals.
Speaking of crystals, there's now a bunch of tiny crystal clusters surrounding the base of all the big crystals to help sell that they are in fact crystals. Though they are a mess to walk around and can hide stickies really well when func_illusionary so the ones around the mid of the map were sealed off by a grate.
A bunch of dustcloud trigger areas have been put in all the areas that they mercs have dug out, to help indicate that they are dusty from the mining/digging.
The middle sphere has been removed and in its place is a hole in the ground. I turned the clipping space that covered that sphere into a grate mesh, but didn't like how you could see across the point so the inside of this grate mesh is textured with a hazard gridle texture that I cooked up. This turned out to be important to do as that bright orange sphere provided a focal point visually for the whole map due to the visual weight of how different the colour was from the rest of the surroundings. So I amped up this by throwing a light underneath the grate/gridle combo to lighten up the insides and applied hazard decals around the cap trigger area on the outside.
This hazard gridle texture was originally made for the last point hexagonal prism platform that the point sits on.
A minor brace prop was made to give a feeling of security for a lot of the seemingly floating metal platforms. Gives them a sense the mercs put them there.
Speaking of mercs putting things there a bunch of "displacement sphere bricks" have been scattered around the map, and some can be seen poking around the edges of various chokes. This should help give a sense that these were preformed before the mercs found them and they had to break them apart to get in. A lot of these also function as a bit more geo to move about the map on, for example, the right side transition with the big v has some to create a small platform to stand on and the cave exit sphere has some on a cart that helps give some space to stand on.
The wire spool was stacked ontop of the power generator next to the big sphere->pyramid transition entrance, so that people can jump up those props into the far side of that sphere.
There's now also a bunch of wire connecting to every light source from all the power generators, I even made a little eyelet spoke to make their existence make a lot more sense. All the outdoors non tube light models also have godrays coming off of them now to really sell their look.
The distorted glass on 2nd got a complete rework, this took a long time to get right and working. Partly due to me not knowing "Refract" as a material type even exists and that it was causing people who use mastercomfigs at dxlevel 8.1/8.0 to have visual seizure inducing moments when looking at them. So now they are fully functional for all involved.
Related to this, people didn't like that they didn't know they could be seen from the other side. So I made a poster tell them that they can be seen. Specifically made it feel unsettling to match the mode of the map. Also all the arrows were removed and some were replaced with arrow decals, but Xs didn't exist (for when the dropdown on last gets shuttered) so I made some Xs.
Finally to the actually big gameplay change: The underpass on mid was closed off, and some health and ammo packs rearranged to accommodate. This obviously needs testing but since players didn't use this as much as bots did it basically became a place where scouts could top up on health and freely flank the enemy team with no repercussions causing a lot of chaos. I think the mid should help feel more like there's secure places to be as a result.