- Removed post in dungeon door on last
- Replaced terrain around point on second with a new platform structure
- Replaced fence in front of choke on second with a well/ramp strucure
- Slightly widened yard outside of fountain exit on second
- Raised pride rock on second
- Added a new splashable area behind pride rock on second
- Redesigned choke
- Slightly redesigned mid forward spawns
  • Minor aesthetic changes around the map
  • Made the floor of the top left entrance into last transparent so that you can see into dungeon from above
  • Replaced the pride rock on second with a short ramp blocked by tall rocks
  • Replaced market stalls on mid with a non-transparent ledge and lamp post to block vision from the wood structure into second
  • Made the doorway between fountain and second shorter
  • Replaced the platform outside library on second with a ramp to improve accessibility
  • Removed the central platform on second
  • Added an entirely new pathway up to spire on second
Fixed a minor wallbug on mid
- Brought back the medium health & ammo in choke
- Removed the small healthkits on mid by the market stall
- Turned fountain medium health back into small health
- Added back the angled ramp by choke on second and removed a board sticking out over the shutter under batts to help with rollouts
- Added small healthkits by right side on last (from defenders perspective)
- Cut off a corner of the 2nd platform to make the area around the choke stairs less cramped
Used the wrong file when uploading B16 so here's the real B16

OPTIMIZATION
- Simplified a lot of brushes and removed overly complex details
- Reduced the amount of unnecessary rendering that happens on the map through skybox changes and prop fade distances
VISUAL CHANGES
- Added HDR support
- Added player and pickup shadows
- Made the map slightly brighter
LAYOUT CHANGES
- LAST
- Tightened up the space behind point on last by adding new ledges that stick out from the wall and pushing spawn exits forward
- Added more cover to right side of last and altered the stairs there
- Made the entrance from dungeon into last tighter by adding a pillar
- Raised the fence in the top right to the point where it can't be reached by a single jump
- Adjusted stone fence clipping to better fit the model
- Added a window to the shutter into last so it's less risky to push
- SECOND
- Added a medium healthkit by choke and replaced the small ammopack there with a medium one
- Turned the fence by cafe into a much taller brush-based fence that players can't stand on
- Completely redesigned choke: removed double doors, added a Sunshine-style fence on second, re-aligned the stairs on second
- Raised the small hedge wall by fountain
- Replaced the rocks that overlook fountain with a grass ramp - a scout standing here could get splashed now from fountain
- Straightened out the fence by the exit from fountain to make bombing slightly easier
- Reworked the exit from library into second: added a new exit, expanded the size of library while adding a bookshelf to block a sightline that was opened up by the new exit
- Added an extended batts area above the shutter on second to provide a safer area for holding passive/getting out to last safe
- Turned fountain small healthkit into a medium healthkit
- MID
- Added a small healthkit on the roof above point
- Turned the wall behind the towers into a clipped-off area that recedes into the wall so its harder to hit with splash - this change was meant to help with medic survivability in midfights
- Repositioned some lamps that provided unfair stickytrap spots
- Added small ammopacks on towers
- Converted medium ammopack in choke to a small ammopack and removed the medium healthkit in choke
- Added small healthkits on the grass by the market stalls
LOGIC CHANGES
- Increased base respawn wave time from 9 seconds to 10 seconds, which is the standard for most 5CP maps
Properly packed custom assets
Clipping fixes
- Fixed an issue where players could get caught on terrain in front of mid forward spawn
- Improved clipping between the big rock and the wooden platform around spire on second
- Fixed collision of rocks on second to prevent hiding stickies inside them
- Simplified the collision of all the hedges on maps to make them more splash-friendly
- Fixed standing spots above red choke and batts
- Added smoothing clipping in various spots around the map
- Changed collision on the fence in the lower right entrance into last to better match the model
Visual changes
- Altered the 3D skybox
- Optimized grass displacements around the map by converting them from power 3 to power 2
- Added stairs by the lower right entrance into last where there was previously just a displacement slope
- Added a new exit from lobby into second to make it easier to push out of last, turned perch into a bigger batts area
- Added a small healthkit to rollout
- Added Rick May memorials outside last
- Removed bricks from elbow and added double doors instead (purely decorative)
- Made some minor fixes to clipping, texturing, etc.
- Added some height variation behind the point on last
- Moved the last point slightly forward (away from spawn)
- Added perches to the big hedge walls on last for jumping classes to stand on
- Made the tunnel into cellar tighter so it is riskier to push
- Changed the respawn timer for the team attacking last from 6 seconds to 7.5 seconds
- Added a one-way window in cafe that looks out onto second
- Adjusted the wooden pole in truck so iplayers don't need to jump to get on top of it
Fixed a copy/paste error that duplicated a small healthkit on second, fixed floating rocks on second, repositioned kits in elbow and made them both medium.