-- Alpha 6
  • Added observer points
  • Capturing the Courtyard now shortens respawnwavetimes of the capturing team instead of increasing it for the team that owns it by default
  • Moved the metalstack and crate at base areas
  • Adjusted geometry at mid
  • Adjusted the lighting at the stairs leading to the lower routes
  • Clipped a whole bunch of areas to make it less likely to get stuck on spots
  • Changed the doors to the mid spawns so they look less weird
  • Changed the lower route doors so they look more like a doorway
  • Changed devtextures and put some light props to the doorways at the upper level in base areas to differentiate them a bit
  • The trains are now in the spirit of the season
  • Raised the capper texts so they don't clip with the HUD anymore
-- Alpha 5
  • Added another rather questionable forward spawn so capping mid does more than just adjust spawn timers
  • Messed around with base areas again
    • Opened the window that was open in Alpha 1
    • Put a dangerous ladder so that window is traversable by both teams
      • Probably have to consider an actual alternate route in the event that simply opening a window isn't enough
  • Moved the Courtyard control points to the outer area of base areas rather than the inner
  • Adjusted trigger brushes in the mid spawns so players can leave instead of getting stuck
  • Adjusted round logic
    • The team who holds mid when Overtime ends now wins the game
    • The Payload will still explode so remember to run for cover when the round ends!
  • Adjusted kits in mid yet again
    • Upgraded the health kits at the team buildings and near the Center Platform
    • Removed the health kits from the top of the containers
  • Fixed a case where train lights stayed on when the trains arrived during post-round humiliation
-- Alpha 4
  • Set roundtime to 12min
    • Capturing points will not add time to the clock
  • Payload upgrades now buff both healing and movement speed
  • Adjusted geometry at the base area and mid
    • Made a corridor at base area wider
    • Removed a wall at the mid buildings to make them a bit more open
  • Adjusted kits at mid again
  • Adjusted train logic at mid again
  • Added two more Control Points so it's basically 5cp now
  • Added forward spawns for teams when they capture the enemy's Courtyard
  • Added a ding that plays when teams capture Control Points
  • Fixed the cart's incorrect behavior during Overtime
-- Alpha 3
  • Adjusted kits at mid
  • Adjusted the lower route doors' triggers to have them open earlier
  • Adjusted lighting at base areas again
  • Adjusted geometry at base areas
  • Removed roundtime so the game will never end
  • The cart will now upgrade as the round begins to drag on, starting at 5min

This is essentially the part where I try something stupid and see how stupid it is
-- Alpha 2
  • Re-routed the pathway leading to either team's base area
  • Removed setup time as it was entirely pointless
  • Added a Control Point to mid
  • Added some brushes to the barricades in mid so they're solid now
  • Adjusted cart's push speed
  • Adjusted the cart's brush ent's height to fix a case where stickies could jam the cart in place
  • Adjusted the doorways leading to the base areas
  • Adjusted spawnrooms
  • Adjusted lighting at the base areas
  • Adjusted geometry at mid
  • Adjusted the logic on mid due to mid having a control point now
  • Replaced textures on glass windows to make said windows easier to see
  • Replaced some materials to have the HUD fit the gametype more
  • Fixed trains not destroying buildings
  • Fixed a case where players got stuck inside the cart
As a last note because it was a surprisingly long topic on the demo: that pyroland graffiti is called models/props_teaser/update_eotl_graffiti001.mdl