A11b is the last version before the Pick It Up! contest ends. A11b adds a basic optimization pass, fixes a bug which caused the flag return time to be 15 seconds, and adds some missing lights.
Uploading A10 at 7:59 became a lot less satisfying when I realized I had 48 more hours to make changes. A11 changes B and C, full changelog for A10+ coming after 8pm.
Less than 24hrs until the Pick It Up! deadline meaning now is the perfect time to go crazy on a last design. A9 focuses on last and prop spam.

BLU SPAWN:
- No significant changes.


POINT A:
- Reduced the height and size of the A rocks.
- Removed the parkour jump from the Jimi-Jam platform to the BLU balcony.
- Increased the width of BLU balcony.


POINT B:
- Decreased B setup alarm volume from 2.7 to 2.5
- Removed a silo next to BLU's forward spawn.


POINT C:
- Decreased BLU respawn wave time from 5 -> 4 (Max 10sec -> 8sec)
- Reverted the open well door change and all the changes made to accommodate it.
- Added a window overlooking all of C courtyard. This window is intended to assure that BLU always has some level of control of C courtyard and to reduce RED camping the well door.
- BLU now has one big ass doorway to into C through C main.
- Removed the entire highground above C main.
- Removed the maintenance tunnel above C main.
- Removed the lower maintenance tunnel next to C main.
- Extended the width of the C main room.
- Added a window overlooking most of C in the Data Link room. This window is intended to help BLU push if they choose to push through the Data room.
- Reduced chair spam in the Data Link room.
- Redesigned BLU's left flank.
- Removed a really epic and cool, haha funny, I am still putting theme over gameplay oh gosh it's 3am why am I awake, computer cart on C point.
- Redesigned RED's left spawn exit, again.

- Decreased cap time from 6 -> 5

GENERAL:

- Reduced the amount of unnecessary doorways. This should also help with the "swiss cheese"-ness the map was suffering from.
- Reduced the prop spam. The oil_drum stocks have gone down by 50%.
A8 focuses almost entirely on fixing last and making the flag return timer not completely busted. Spin the bottle if you dare...


BLU SPAWN:
- Added a small health kit next to the rock in BLU courtyard.
- Shifted some geometry.


POINT A:
- Added a small health pack to the room next to RED's balcony. This nerfs the flank pyro :(


POINT B:
- Decreased the setup alarm volume from 4 to 2.75.
- Added a window to the route under BLU's highground.
- Added temporary barriers to show players what is a BLU forward spawn.
- Decreased the height of RED's left highground.
- When B is capped, the window looking into B turns into a one-way to help attackers push out of B if they are being camped.


POINT C:

- Opened the well door.
- Added a medium health kit on the bottom of BLU's right staircase leading to the Data Link room.
- Removed the two mini health packs on either side of the C main entrance.
- Removed the mini ammo pack at the top of the C main ramp.
- Added a mini health pack to the center of the C main ramp.
- Extended the Data Link room to provide attackers more cover.
- Moved the medium health and ammo packs in the Data Link room.
- Changed the layout and height red barriers outside of the Data Link room to provide more cover to attackers.
- Moved the small health pack on RED's middle highground down into the small trench next to small ammo pack.
- Added a small health pack in the lower maintenance tunnel.
- Added an additional entrance to C below RED's right highground. This room has a medium health and ammo pack and reminds me of what I sacrificed to make this last. I will forever miss you coolant room.
- Removed the small ramp onto the right platform next to the spool.
- The spool is now a crate.
- Shifted the location of the computers on RED's right highground.
- Removed one of RED's left spawn exits.
- Redesigned RED's remaining left spawn exit.


GENERAL:

- Increased flag return timer from 15 to 20.
- Increased overtime flag return timer from 4 to 6.
- Fixed clipping issues.
- Added missing patches and overlays.
A7b's new flank for BLU on C was created in a sleep deprived state and now, partially due to a broken imp bot, I can make a significantly better route in A7c. Also there was some randomly deleted clipping around the map so that's always good to fix.


BLU SPAWN:
- Moved an oil drum to remove a crate jump right outside BLU spawn.
- Smoothed displacements right outside BLU spawn.

POINT A:
- Slightly extended room connecting A and B that RED holds in.
- Moved the servers in BLU forward spawn so they no longer block a resupply locker.


POINT B:
- Added a medium health and ammo pack next to BLU's entrance to the B courtyard.
- Moved the small health pack next to the B courtyard rock closer to B main.


POINT C:
- Increased RED's respawn wave time from 8 -> 10 (Max 16sec -> 20sec)
- Increased the mini health and ammo packs in the small garage entrance to be medium packs.
- Redesigned BLU's left flank.
- Removed the room under RED's right highground.
- Added a small ammo pack in the entrance to C main.

- Increased width of the platform servers.
- Decreased the size of the capture zone.


GENERAL:

- Added missing clipping.
- Added missing patches.
A7b gives BLU a forward spawn when attacking B, changes the B entrances, and reworks the left flank on C.

BLU SPAWN:
- Added a missing func_respawnroom.
- Moved all info_teamspawns forward.
- Removed a sightline from BLU spawn to the entrance to the right A flank.

POINT A:

- Shifted the shipping containers slightly more towards the BLU sniper perch. Removing a skill jump for 100% speed classes.
- Moved the medium health pack in the balcony stairs room due to the addition of a spawn door.
- Added a barrel stack under the RED's balcony wall room.

POINT B:
- BLU is now given a forward spawn when A is captured.
- This new spawn incentives BLU to go toward B courtyard instead of getting stuck in their right flank.

- Replaced the B rocks with a building.
- Removed the mini health and ammo packs next to the crate stack.
- Extended the wall on RED's right highground so they can no longer access BLU highground.
- Expanded the size of the entrance to BLU's highground.
- Added a staircase room that connects BLU's highground to the capture zone and to the new building.
- Added a solo rock to B courtyard to provide some cover to attackers going to the left flank.
- Decreased the size of the left flank staircase.
- BLU's left flank now gives more direct access to RED's highground.
- Increased the height of the B main entrance.
- Added clipping to prevent an odd crate boost.


POINT C:
- Removed coolant room.
- Resigned RED's right highground.
- Replaced the small tiny corridor to the data room on RED's left spawn exit with a small platform.
- Removed the massive beam on RED's left.

- Decreased cap time from 8 -> 6


GENERAL:
- Copied the map due to a file error. This may result in some missing pickup patches and signs.
- Decreased the default flag return time to 15 seconds.
- Overtime now reduces the flag return time to 4 seconds.

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A6 opens up parts of the map which felt too punishing to play as sniper and reduces BLU's ridiculous respawn time that they used to have when attacking B.

BLU SPAWN:
- Removed a barrier blocking light of sight from BLU's spawn doors to their right flank.
- Reduced the thickness of the walls in the small metal shack.


POINT A:

- Decreased the size of the staircase room leading to RED balcony.
- Slightly decreased the height of the small building to the left of the point.
- Moved the big arrow to point more towards where RED is suppost to go.
- Everyone in RED's forward spawn now immediately teleport to the C spawn once A is capped instead of when the setup ends.
- Increased the size of the capture zone.


POINT B:
- Decreased BLU respawn time from 9 -> 6 (Max 18 -> 12)
- Shrunk the down the rocks in B courtyard.
- Added clipping to the rocks in B courtyard.
- Removed the stack of crates on the entrance of BLU's right flank.
- Removed the fence on BLU's left flank.
- Removed an odd corner wall pillar towards RED's entrance.

POINT C:
- Opened up BLU's maintenance window over C.
- Tiered the floors in the data link room.
- Removed the small health path in the data link room.
- Added a small health pack on the balcony above the main C entrance.
- Added another entrance into the coolant room from the C courtyard high ground.
- Replaced the small health and ammo packs in the coolant room with a medium health kit and a large ammo pack.


GENERAL:

- Removed collisions on numerous signs and lights.
- Added a white ring around each control point where a flag spawns for visual consistency.
- Minor detailing.

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A5 changes the map prefix from ctf_ to adctf_ and features major changes to BLU spawn and Point C.

BLU SPAWN:
- Completely rebuilt BLU Spawn.
- Slightly increased the size of BLU courtyard.
- Reworked both of BLU's flanks to A.

POINT A:

- Increased the size of A shack to make combat and movement less awkward.
- Added a wall shack to block line of sight from BLU's left flank and RED's balcony.
- Added a wall in the balcony staircase and increased the size of the room.
- Added a mini health kit on the JimiJam platform.

- Increased cap time from 11 -> 12.

POINT B:
- Decreased RED's respawn wave time from 7 -> 5 (Max 14sec -> 10sec) due to the increased distance added to C.
- Added missing setup lights.
- Added a missing func_respawnroom in BLU's forward spawn.
- Opened up the entrance to BLU's right flank.
- Lowered BLU's highground above the capture point.
- Rasied RED's entrance highground so it matches the same high as BLU's highground.
- RED can now access BLU's highground.

- Increased the size of the capture zone.
- Increased cap time from 9 -> 10.

POINT C:
- Most areas in C have been reworked.
- Increased the size of C courtyard.
- Added staircase in the data room that leads to the balcony in C courtyard.
- Removed the truck from the truck room.
- The servers from A2 make a return and are attached to the raising platform.
- Increased the size of the raising platform.
- RED has more defined locations to hold instead of just lowground.
- Raised RED's highground out of their middle spawn door so it is slightly above the max height of the raised platform.
- Added a barrel to block a nerf a strong dispenser spot on RED's middle highground.
- RED now has two spawn doors on their left exit.

- Increased the size of the capture zone.
- Decreased cap time from 12 -> 8.

GENERAL:
- Changed prefix from ctf_ to adctf_

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All of the changes in this update focus on A and B and making them less defender sided. Flags now spawn on capture points for both consistency, and reducing the amount of "run back and grab the flag" BLU has to do when attacking B.

BLU SPAWN:
- Slightly changed spawnroom layout to help BLU push out of their spawn.
- Added another exit door that provides an alternative route to BLU courtyard.
- Added a small lip around BLU balcony.
- Removed the large ammo pack from BLU courtyard.
- Smoothed the right ramp.

POINT A:
- Reduced the height and size of the rocks at A main to prevent RED from camping next to them.
- Added a balcony overlooking A courtyard for BLU snipers.
- Replaced the concrete block wall with a small shack.
- Removed the grate & pipes from the walkway leading to the A shack.
- Removed RED's crate jump from the point into A shack.
- Added a mini health and ammo pack to support attackers pushing their right flank.
- Removed the mini health pack on RED balcony.
- Reduced the height of RED balcony.
- Slightly reduced the size of the lip on RED balcony.
- Widened the staircase in the A -> B connector.
- RED can no longer access B until A is capped to prevent RED from checking out what C looks like when A is still uncapped.

- Decreased the size of the cap zone.
- Reduced cap time from 12 -> 11.

POINT B:
- Increased RED's respawn time when setup ends from 6 -> 7 (Max 12sec -> 14sec)
- Moved the medium health and ammo packs from B courtyard into BLU's B connector.
- Added two barrels
- Slightly reduced the size of the rock pile in B courtyard to give B main more breathing room.
- Removed the walkway above B main, separating the two highgrounds.
- Removed the medium ammo pack on BLU highground.
- Added a small ammo and health pack to BLU highground.
- Both BLU and RED can use a crate jump to hop over a wall separating their highgrounds.
- Added decloak spots.

- Reduced cap time from 9 -> 7.

POINT C:
- No significant changes.

GENERAL:
- Decreased setup time from 60 -> 55.
- Flags now spawn on captured points to reduce how often BLU has to run back to their spawn.

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