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-lots of geometry changes to connector areas
-prop changes
-removed front train gate instead creating a longer 'escape' type route
-the windows are no longer boarded up (mostly) just for fun!
-dynamic respawn for attackers was really jank so it has been removed
-tons of other stuff I probably forgot
-updated underbridge geometry to allow more wiggle room
-respawn timers tweaked, attackers get reduced respawn timers when in enemy base (may need to be tweaked)
-some canopies have been tweaked for better rocket jumping
-clipped off the roof above intel
-lower bridge area tweaked
-geometry by spawn tweaked
-spawn room tweaked
-train logic should be mostly fixed(?)
-grate above intel opened up
-probably plenty of other small tweaks I forgot
MAJOR overhaul, testing showed there was some major layout issues that came from the initial design so I got back on and deleted most of it while keeping aspects of it that I thought were solid
notable new features:
-mid has been completely redone with an underpath and deathpit
-funny hazard train that opens up new routes
-generally tighter routes and a more condensed size
-waterfall for ambience
-too many other changes to list
trying out more wacky ideas to try and tighten up some routes
-second spawn room 2fort style
-snow removal, prop tweaks
-lots of brush tweaks
-texture tweaks
-reversed the one way door, will probably end up getting removed but want to try it out
-removed a flank to try and encourage more combat
-added more of a walkway in intel to try and give attackers some more ground to work with
-sign tweaks
-ammo tweaks
-redid mid to hopefully provide some more cover
-blocked up the sides of the trains connecting to mid to cover some cheeky sniper sights
-added more signs
-trying out a oneway door going into intel
-opened a door up in intel to hopefully help with sentries
-changed up some terrain colors
-hopefully got slightly shorter respawn times working
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