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
Traintower A6 Changelog

MAJOR CHANGES

-BOTH problematic playspaces (Area in between BLU first spawn and A, and the area leading up to the final point) have been majorly changed. Will most likely need further modification, so nothing is permanent for now.

-Added various props and overlay textures from the Construction Content Pack available on tf2maps.net. All props and textures belong to their respective creators as listed in this Google Doc: https://drive.google.com/file/d/1lrHHoZul3gbJRpPD7EJg9uiBjC5VbiQf/view

AREA LEADING UP TO B

-Removed bridge brush that hung overhead the cart path.
-Added a new building on the same level as BLU's third spawn, to give BLU players an easier time coming out of spawn. Will likely not stay for long.

AREA AFTER B
-Moved the location of B checkpoint closer to REDs building.
-Gave RED some better sightlines out of the building next to B.
-Moved up REDs second spawn.
-Added some arrow signs to lead BLU players through the RED building once B is captured.

GAME LOGIC CHANGES

-Made BLUs respawn timer much shorter once C is captured, to compensate for the longer walk to last. If this doesn't help BLU failing to regain territory, will most likely have to move C up and move BLUs final spawnroom up as well.

-Generally changed some respawn timers for both teams.
Traintower A5 Changelog

GENERAL CHANGES
-Made setup time longer so RED has more time to properly set up.
-Added various signboards around the map to point the right way for both teams. These signs will disappear after certain objectives being captured.
-Made BLUs first spawn doors stay open when setup is finished. Will have to check for problematic sightlines resulting from this.

BLU STARTING AREA
-Caves playable area has been reduced. Not many people went in there anyways, so hopefully it wont be as confusing to navigate through the starting area.

BLU SPAWN
-Added various set dressing around and behind the BLU spawn building.
-Added a second resupply locker near the cave door and the doors looking at the bomb cart.

-FOLLOWUP AREA NEAR BLU SPAWN
-Yet again changed the ramp next to the RED boxcar leading up to the first major building. Hoping this encourages BLU players to use the flank down to the cart track, as well as the medium health kit.
-Added a open window looking into the big transitionary building. This was where a very powerful sentry nest was popular to build in, Im hoping this window helps clearing out turtling RED engies.

AREA AROUND A POINT
-Moved some walls around so there's a oceanfront set dressing. Gives the area a bit more light and hopefully makes it feel less cramped.
-Changed the way BLU accesses the elevated track in this area. The flank route to the elevated track doesn't open up until BLU really pushes the cart out of the transitionary building and hits the right turn towards A. After which a door lets BLU players go to the flank room, with the arrow board moving out of the way for them.
-Added two new platforms for RED to overlook the A point. One is a decent sniper platform, but not too oppressive (or at least I'm hoping). The other is a good place for engie to set up in, or for RED players to try and get on top of a strong BLU push.

AREA AROUND B POINT
-Changed the type of stairs leading up to the office building.
-The bridge leading up to the B point has more cover for BLU now, and is wider. There is now also ammo next to the health kit near the window.
-Changed the window tint to be darker (Its seriously embarrassing to see how many people tried shooting at players on the other side of the glass....)
-Changed the ramps in the flank route going under the cart and into the RED tower.

AREA IMMEDIATLY AFTER B POINT
-Changed the layout of the building next to B. Now instead of a straight line to RED's second spawn, it has a door only RED can open inside. This means that once B is captured, BLU players are funneled into the new flank route past the missile train car.
-The unfinished building is changed, now the ramp leading into it is on the dumptruck, and generally makes that route less scattered from the main cart path.
-The underground route has been adjusted to only let BLU players emerge right next to the roofed balcony next to the BIG door. Will have to be adjusted further depending on feedback.
-Access to the roof of the building overlooking B has been removed. Now the only walkable part of that roof is farther down the line.

THE BIG FUCKOFF DOOR (AND AROUND IT)
-The smaller door inside the big door now opens again after the big door moves to a certain point. This lets players into the walled off flank route, whereas before it was a bit too open.
-Added a net wall right behind the big door that is looking at the lower flank route. Hoping this helps define this flank route more for both teams.
-On a part of the cart track, there is a switchbox where the big fuckoff door is activated, as well as an orange line leading to the big fuckoff door. This hopefully will translate why the big door was opened.

AREA AROUND C POINT
-Removed the cave displacement near the point. I needed to change some parts around it + it kind of looks bad anyways.
-Added a walkway for RED players to get onto the high ground overlooking C better.
-Made the door coming out of REDs third spawnroom area a drop down, to discourage BLU players from going up into a dead end.
-Added a door at the end of the lower flank route (right side for BLU, left side for RED) that only opens when C is captured, to prevent obscene flanking.

AREA AFTER C
-Added a ramp to get onto the big red pipes.
-Doubled the width of the big red pipes.
-Closed off the small window that overlooked the bomb cart path before the double ramp. Horrible sniper sightline there, from both ends.
-Added a fence and warning signs to the deathpit next to the big red pipes, because the TF2 player sees a dark abyss and thinks "Hm, this looks like an awesome place to jump or strafe into!"

THE FINAL POINT
-Made the doorway into the big room smaller.
-Widened the whole interior basically, and removed some pillars.
-Changed the underneath flank. BLU must get into the locker room to get underneath, and the platform underneath the final point has been greatly downsized.
-Minor cosmetic changes.
Added some extra stuff lol
-lights for under the last point.
-Added a clip brush to a new building before B.
-Removed the grate door that was part of REDs initial rollout route at the beggining of the match. Now its just a wall.
Traintower A4 Changelog

GENERAL FIXES:
-Gave more time added upon point capture (work in progress)
-Fixed teleport triggers not moving players out of locked rooms
-Changed the position of the sun. Experimenting with different angles, should result in better visibility.

FIRST AREA/BLU SPAWN AREA
-Changed layout of the stairs next to the Red boxcar
-Added bridge over the cart path leading in the direction of the cave section.
-Changed the left flank route completely, now it goes down to where RED players will most likely be standing to prevent confusing front lines.

AFTER BLU SPAWN AREA
-Removed part of the elevated track. Its now a moving track platform, which has moved to the side to massively open up the area around the cart track.
-Changed the interior of the building into which the elevated track moves into. The RED container has been removed and there is now a platform for RED to fall back into, accompanied with a window to monitor the previously mentioned left flank.
-Added different arrows for RED to follow.
Traintower A3 Changelog

BLU CART/STARTING AREA
-Added grate doors in the tunnel that goes over the cart track, on the level of the elevated rail. Hoping this'll help define frontlines a little bit better and block players from both teams from flanking too much.

AREA IN FRONT/AROUND CAP POINT A
-Changed the main exit for RED team coming out of their spawn. Clipped off the original catwalk as it now serves as a setpeice, and made the previous right-side doors the main exit/entrance to and from RED's safe spawn area.
-Placed a rotated ramp that makes walking onto the elevated rail easier for RED.

BLU SECOND SPAWN AREA
-Removed left-most flankroute that went over and past the wide garage door. Honestly dont know how i didn't catch this one earlier, but this would result in BLU coming up BEHIND RED players still fighting next to the A point. BLU players now go thru a more direct door that exits into the RED building after A, still encouraging RED players to start backing out. Will have to observe further to reduce the amount of confusing frontlines for both teams.
First-ish update (stupid env_tonemap_controller)
CHANGES:
TIMER/RESPAWN CHANGES
-Gave more time on the clock when setup ends, should be roughly 3 minutes and 50 seconds given to capture A now.

BLU FIRST SPAWN AREA
-Removed various props and adjusted brushes to give both teams more space to move.
-Added a ramp next to the bomb carts starting position to give Blu easier access to the top of the BLU box car.
-Added more lights.

RED FIRST SPAWN AREA
-Moved up the No Entry barrier brushes to the doors inside REDs main building (I saw a pyro and scout sneak up to RED's spawn doors, and the pyro managed to kill an completely unaware engineer. Not good!)

BLU SPAWN EXIT INTO CAVE
-Added some boxes on the flatbed right next to the spawn door.
-Past the boxes, elongated the catwalk that was over the cave exit, and now BLU can get on top of the previously mentioned BLU box car from inside the cave.
-Added a sign and an arrow to lead BLU players attention to the cave exit door; I didnt see the cave being used much to flank RED, especially when that RED heavy was peaking thru the tiny gap between the pillar and the wall (you know who you are).

TRANSITIONAL BUILDING (FROM BLU SPAWN AREA TO A)
-Added door before the yellow staircase room that only opens when the big gate opens for the cart to pass through.
-Added a window inside the yellow staircase room for some grenade launcher pills to get through, to make sure engie cant turtle too much on the loading platform above.
-Added some walls on the path to the yellow staircase for some extra cover.

CAPTURE POINT A AND SURROUNDING AREA
-Widened the area that is right behind the large gate door.
-Rotated the dumptruck
-Removed old train prop and pallet.
-Changed small health pack near the cap point to a medium health pack.
-prop-static'd the water tower (prop_detail my behatred)
-Shrunk a part of the "deck" building that is outside of BLUs second spawn. Hopefully allows for less cramped gameplay around pushing the cart onto A.
-Made the small door next to Gate 01 open when setup ends, so later RED players can escape into the RED main building in the event of a deadly BLU push.

AFTER A
-Removed the green land rover
-Added a ramp on the BIG ramp to let people (mainly charging demoknights) walk smoothly up to the side door once the big garage door closes.

BLU SECOND SPAWN
-Added signs to point BLU players where cap point A and B are.

RED SECOND SPAWN
-Added teleport trigger into the big bridge building leading up to B (my sincere apologies to the four poor souls that found themselves trapped in there)
-Made the trigger_hurt taller in that same bridge building's deathpit
-Added some brushes to prevent walking under the main walkway in the bridge building.

B POINT/SURROUNDING AREA
-Added a in the lower flank area to indicate to BLU players where B is (up above them)
-Added a roof on the ledge for more space to jump onto
-Removed some pillars in the bridge coming from the office building, and raised the door frame for a better view onto B.
-Added a medium health pack in front of the glass in the office building, next to the bridge door frame.
-Added a trigger_nobuild on the platforms surrounding BLUs third spawn room (ONLY FOR RED, BLU engies can still build up there).It had potential for a OP sentry nest spot.
-Clipped off the tiny nook that was in between the RED tower wall and the cart ramp.

BEFORE C/HUGE DOOR SURROUNDING AREA
-Added a door under the C arrow decals that only opens once the huge door is activated, to prevent BLU from immediately running to C point. Still work in progress, might need to move up RED's spawn/give red a separate spawn room closer to C.
-Added more lights.

RED THIRD SPAWN
-Adjusted teleport trigger to properly get players teleported out of the hole once C is capped.

FINAL CAPTURE POINT / SURROUNDING AREA
-Removed the roof from the staircase leading down to the employee locker room. It got barely used, even thought there's a big health pack and a medium ammo pack.
-Removed some brush boxes.

RED FINAL SPAWN
-Fixed disabled resupply cabinet (Itll be active even if the model itself hasn't risen fully from the floor.)