- completely tore out C and rebuilt it as a new and different point with new routes, reusing parts of the existing lobby area and connectors. the idea behind the new point is that the point area has a choke on either side, which both lead to advantageous positions over the point, so red must split their attention between those chokes, but doing so will give them simultaneous control over the lowground and point area. however, if blu pushes either choke that advantage should allow the rest of their team to push the lowground.
- moved the right-hand 'midground' route towards A down and removed the staircase directly to A, so that there is now a cliff over that doorway. this should move red's frontline forward and give them more advantages over that route, as well as forcing blu players using that route to take a longer path onto A.
- completely restructured the left building out of blu's spawn courtyard. with the bridge in the last update, this was solidified further as a defensive hold position, while the existing geometry mostly treats it as a pure connector. the new geometry should allow for much more interesting fights and give red more ability to hold ground in that building.
- restructured the staircase room behind A to widen it, give it more interesting gameplay and prevent complete lockouts when a clueless blu flag carrier inevitably carries the flag in there.
- closed blu's left highground window directly onto A. this should push back blu's frontline and make the lowground safer for red while simultaneously allowing for stronger blu forward holds on the highground.
- significantly increased the capture time for B, and gave blu more time on A cap. i really want blu to have to hold red out of the area for an extended period of time with this point, and as red usually defends from ahead of the point they shouldn't be able to regain their lost ground very easily. this change will have to be tested rigorously to ensure balance and fun for both sides.
- you can no longer build in a specific corner of blu's first spawn.
- touching red's first spawn door after A cap no longer teleports you.
- many snow piles are now more smooth in texture at their deepest points and where footsteps don't make sense, which should make them a bit less visually noisy.
- moved a cringe gameplay space tree at A.
- raised all skyboxes by 256hu.
- various minor prop, geometry, clipping, displacement, lighting and visual changes across the map.
- pickup changes.