BETA ONE BAY BEE
SO many new changes i cant remember them all
Most important of course is a (almost) complete artpass, and some quality of life changes to layouts (with some new ones).
3D skybox is not implemented yet so there might be some visual oddities in the sky, sorry :c
Not much change here, most important changes were:
The addition of more high ground for BLU near the corner leading up to C
The change of the spawnroom locations for BLU after capping B and C. These might not be permanent.
Generally starting to like the layout, but thats just my opinion

-Changed the immediate transition area from A to the path to B. Hoping this will let BLU have a better highground and a better time pushing to the cart ramp
-Removed a spawn door from BLUs second spawn, and pushed it back from the A checkpoint.
(There is a new elevated spawn door that gets revealed after capping A, but theres some invisble wall that is apparently parented to the door model. Im still unsure of how to fix it, just note that players might momentarily feel like they are running into a barrier when trying to enter BLUs second spawn from that elevated entrance.)

-Added a one-way door on the rightside flank leading up to B, to protect BLU players from constant spam and overextending REDs.
-added a new staircase to the right side curving walkway leading to B
-Added a dock near the water and the crane, to let BLU get to the main flank route without having to risk being sniped all the way from the top of the cart ramp
-Red now has a new first/second spawn! its lower down in the ground, to hopefully make RED have to travel a little farther before they can engage in combat. I knew placing REDs first/second spawn right behind B would be a challenge to balance the difficulty, but this should hopefully make BLU have a better chance to secure B.

Last has (finally) gotten some reworks done too
-Added a ramp near the final stretch of the cart rail, near the train. Hoping this encourages BLU to use the flank route more liberally.
-Changed the back platform to only be accessible to BLU, by removing the access ramp that used to be on REDs side. RED snipers now only have the container or the ground level platform to stand on if they want to snipe. This also means a sneaky BLU player can hop onto the suspended container to take out anyone standing there from behind. Generally, i decided I wanted to go the way of replicating Upwards last room, as I feel its still too difficult to get into last on traintower.
Not many changes this time around, but here we go:
-Changed the left side flank route near BLUs first spawn to limit RED's access up there
-Opened up the main choke that the cart goes through before A.
-Added a new flank route near last that only BLU will be able to use.
-Added some geometry to limit places where engineer can set up in REDs last room.
MORE CHANGES WOO
-Biggest Change: The paths to A have been overhauled. Lots of new untested paths and sightlines.
-B has a new one-way flank door to help Blu get through the choke point.
-Some minor cosmetic changes.
Biggest changes: Reds first spawn is now placed behind B. It stays there until B is captured.
The area leading up to B and C have both been drastically changed.
Red team respawns a little faster to compensate for the distance they have to travel to A and B.
Damn, already on the tenth version of this little project, neat.

Not many changes for this version, mainly tweaked some geometry and clipping.
Traintower A9 Changenotes

MAJOR CHANGES:

-Added a new flank route in the area leading up to last point.
-Fixed some clipping and some displacements and brushes.

Hoping that playtesting will make players happy with the layout, so that I can finally push this map into Beta.
Traintower A8 Changelog

MAIN CHANGES:
-Added clip brushes to reduce janky traversal across different platforms around the map.
-Removed building around A point. BLU now has a height advantage when shooting from the elevated track.
-Widened area leading up to A, intended to make it easier for BLU to push. Also added some ammo and health packs for BLU to use.
-Changed REDs main building in front of B, removing the door to widen the play space.
-Added floor textures to give more color variety. Walls will still mostly be dev textures for now.
-Adjusted RED's respawn wave times across different spawn rooms, especially for their final spawn. Should hopefully mean RED will not be steamrolled once the cart is pushed past A.
-Added a train whistle sound for when C is captured.
Traintower A7 Changelog

MAJOR CHANGES
-Added a flank route in the building leading up to A
-Changed the ramp exiting out of the building leading to A, letting BLU get onto the elevated train track
-Added more ramps to get back onto the highground in the path to A

LEADING TO B
-Changed the garage door on the cart path to only open once the cart is on the ramp, to discourage BLU players to run too far forward
-Changed the office building leading up to B. Will need further tweaking according to feedback

LEADING TO C
-Added an additional flank route around the elevated roofed platform, next to the big fuckoff door
-Removed a pipe that allowed RED to climb onto a very powerful highground under the lasergun tower