- Slightly increased cart speed on last ramp (from 40 to 44)
- More detail around the map, touching up the empty places
- Better lighting in places
- Soundscapes added
Gameplay Changes:
- Reduced time added after A, B and C caps by 30 seconds.
- Reduced time for cart to rollback after last being touched by BLU to 25 seconds for all of the track except for just after the last rollback ramp, where it is now 21 seconds (down from 30 seconds).
- Adjusted clipping.

Detailing Changes:
- More detailing around last.
- Better blended bottom of cliffs into the clouds.
- Added custom skybox and added env_sun to align the sun angle with the environment lighting angle.
- Adjusted ducks - each of the 9 ducks randomise position at the start of each round, each changing between 3 possible places.
- Raised rock formation on first to disallow snipers from standing on it.
- Changed climbable rocks to a log to make it easier to get up.
- Added slight outcrop on second to give spies another possible decloak spot.
- Removed climbable invisible ledge on last - players now need to use the pipes to get up the drop-down cliff.
- Re-added a skill jump from final tunnel exit to the upper flank cliff that was accidentally removed in the last version.
- Remade the flank area of last.
- Moved final pit closer to the flank - there is now more space on the walkway below the sentry platform.
- Reduced the cart speed from 90 to 80. The modifier on third's rollback area is now 55% (up from 50%). This now makes the cart's speed 44 on the ramp (down from 45). The modifier on last's rollback is still 50%. This now makes the cart's speed 40 while on the ramp (down from 45).
- Reduced Red's respawn wave time while defending second from 10 seconds to 9 seconds.
- Some small clipping improvements.

- Overhauled most lighting (including environment lighting) - some work on certain lights is still needed.
- Added more detail all over the map.
- Added some ducks and bread.
This is the update intended to be used in UGC this season. Good luck to all teams who are playing!

Changes:
- Added window on the outside of I.T.
- Added pipes around pit that can be used to walk around the edge
- Fixed some clipping
- Added HDR lighting
- Added some more detailing
- Fixed cart paths at the end that I forgot to move to line up with the moved track
- Added wall to last, and reconfigured pit and surrounds slightly
- Added way for classes to jump from the flank cliff on last to the roof of the hut
- Raised the rock behind the hill on first
- Detailing
- Removed blockbullet brush that I missed in the last version
- Replaced stairs in third tunnel with crate jump
- Removed two windows near last, overlooking the flank
- Added a hazard sign to third cliff
- Adjusted handrails on D flank cliff
- Fixed some bugs from the previous version
- Added jump in first house to get to the upper area from the lower area
- Added rocks on first to allow players to jump up onto the raised areas from closer to the point
- Added cutout on 1st to allow red to spam first with a bit more cover
- Added rocks on first to decrease blu sniper's vision of red backing out of first forward hold
- Added collision on the window sills on first
- Added crates leading up to the second hill from first to give more cover around that area
- Changed hilltop structure on second, turning it into a house with a sloped roof and removing the wall
- Added wall on cliff structure
- Added railing along the back part of the second cliff
- Raised height of tunnel roof on second
- Added flank on third to allow blu flank to get into the third cap area easier in competitive matches
- Changed trigger push on top of the wall on third - now not so strong
- Added rock jump up to the third cliff from the large ammo pack
- Added railing on the flank cliff on last
- Increased height of sloped section of roof on the flank cliff of last
- Decreased size of doorway from last to the flank cliff
- Added area under sentry platform to give a possible decloak spot for blu spies
- Indented wall along the back area of last to give more room for players (especially blu spies) to move around
- Removed the force respawn for red after a point is capped
- Added some more details around the map including:
- Dome doors made by @MaccyF (they even open as the cart gets into the last area!)
- Telescope made by @Freyja
- Cloud scrolling textures in the deathpits made by myself​
- Unclipped top of wall on third with "Crummy's Burgers" sign on it
- Added trigger_push to the top of the same wall to disallow people standing on it
- Added a shelf in B red house
- Unclipped top of shelf in room between B and C
- Fixed displacement bug on final
- Added no-build to out of bounds area on B to prevent engineers building up there
- Added small gap in skybox on second to allow for better visuals
- Added more hint brushes to hopefully improve framerates around second
- Minor detail improvements