Changes from A1 FIX:
-Raised the skybox significantly. You should see no visual difference, but now you won't hit it when rocket- or sticky-jumping!
--Keep in mind that this means you CAN jump high enough to see glitchyness through the skybox geometry. This is expected and will be addressed during the detailing phase (i.e. much much later).
--There are also a small number of places where you can seem to jump high enough to land on top of or jump over certain objects, but are stopped by player-clipping. This is also expected, but I'm less certain of what to do about it; how and when I will address it depends largely on how annoying or distracting it is to others.
-Opened up a lot more space in the interior areas, mostly in the buildings between the middle and forward points.
-Replaced several sliding doors with open doorways.
-Removed a few objects that were there largely as a means of blocking long sightlines.
--The focus on obstructing sightlines is a holdover from my previously-mentioned TF2Maps days. There is a general feeling there that sniper sightlines = bad, but sadly it has evolved from "sniper sightlines should be present, but limited" to "snipers should have no sightlines whatsoever." They will label a map in which snipers are at all effective as bad. It's like they have a phobia.

-Expanded the final CP buildings a bit, and consequently shrunk the balconies next to them.
-Replaced all existing small health packs with medium ones.
-Added health and ammo pickups to the side hallways in the buildings between the mid and forward CPs.
-Added a small health pack to the sheds in front of the final CPs.
-Moved health and ammo in the buildings across from the final CPs closer to the door near the base.
-Re-aligned all textures on the BLU side to match the RED side.
--Previously they were rotated 180 degrees, because that side of the map is a copy-pasted version of the RED side.
-Other miscellaneous tweaks.
Known issues:
-Window frame prop near RED forward point is still missing. Still not sure what's up with it. I might just delete and re-make that wall.
-Tilted textures on the shed near the BLU final CP. I decided this wasn't major enough to recompile the map for, and it will be fixed in the next version.
-Previously-mentioned visual weirdness when you rocket- or sticky-jump too high. This will be fixed at a later date, but is not a high priority.
Download here!
I'm still looking for feedback on the same things as before, plus the changes made here. Special thanks to Zork for the detailed feedback!
My plan regarding next Wednesday's test, if we will indeed run it (I'm up for it, especially if it's in the evening; all we need is to set a time, get the word out, and make sure there's an admin or two available to help run it), is to keep working on it and get a version ready by no later than Wednesday morning which will be the one to be tested. If you see anything you think could be improved, please don't hesitate to speak up - it can't get changed if I don't know about it!
