Trenchfort has survived the first Alpha stage and is now updating to Alpha 2!
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What has changed:

-The Prop doors in A1 were OnEndTouch instead of OnEndTouchAll and were, therefore, causing a lot of problems even though they were just spawned in ABS Propdoors. I had a lot of problems with these doors but now everything should be working fine.

-The middle section inside the team's bases has been turned into one large room with wider doorframes to make the area less confusing and choky

-The Spawnrooms have been connected together and have been turned from 2 separate spawnrooms into one large spawnroom.

-The Intelroom was completely revamped to make it less powerful

Some people were saying that my map was "just 2Fort but with a bend", I'm guessing it's because it has 2 Forts and bridge, but wouldn't that make Doublecross "just a 2Fort ripoff"? Anyways, people in the imp were thinking 2Fort was my main inspiration for my map, which just isn't the case. My main inspiration was actually the old ctf_Badlands map which was a scrapped beta map for the game when I first saw it, it imminently gave me the idea for Trenchfort. My biggest inspiration for the bases was actually ctf_well, it was the map that was in my mind when I was making the interior and I always used ctf_well as a comparison, I never had 2Fort in mind when making the map.
Someone actually gave me Feedback saying "Just because 2Fort did it is not an excuse" while referring to the fact that I had 2 separate Spawnrooms, and again, that Idea didn't come from 2Fort, It came from Well again.

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