FINAL 3.0 CHANGES:
BUGFIX: Players can no longer get over the Cp wall behind stage 1 and become trapped in a void area.
BUGFIX: Players no longer see invisble walls when on top of the CP2A mini-walls.
FINAL 2.0 CHANGES:
-Better optimization added to all 3 stages.
-Most models have their fade distance set, so rocks across the map won't be drawn anymore.
-New scoring system now in place: a point is added for each CP capped.
-Detail added to the spawn rooms.
-Decals changed to overlays, improving their quality and making them visible to all.
-Windows added to the towers in stage 1 and 2.
-A large castle wall has been added behind the stage to prevent excessive drawing from stage 2. At the right dropdown, FPs increased about 20.
-An alternate route for blue is now in place before the traditional starting hallway. This should stop it from being a huge chokepoint, as there is already a chokepoint later in the stage (breaking through RED's spawn waves at 2B)
-Area mostly retextured to distinguish it from Stage 1.
-The keep walls are textured differently to give the area some variety.
-Minor see through brush fixed.
-Smoke cloud is slightly less intense.
-An alternate door at the side entrance to CP 3B has been added.
-The CP stand for 3B has been lowered. Scouts can now double-crouch jump onto it from either side (the front requires the boxes)