Currently running cp_reckoner_b3a https://tf2maps.net/threads/reckoner.26347/ Changelog since b3a Removed circuit breakers around the entrances to lobby which held stickytraps easily Clipped lobby-green-room main exit to second Widened said exit in order to make passage easier Added shutter door to said exit Added window next to the shutter door of said exit Note: There are subtle visual indications of the door trigger! Make sure to keep an eye out, and they render no matter what graphical settings you're on. So you won't have to guess where you can or cannot stand to avoid opening the shutter. Widened stairs to upper boiler lobby entrance from 112u wide to 160u. This makes movement and retreating easier and more forgiving. Moved cover on upper side of last entrances for multiple reasons: Cover nearby the entrance didn't provide much usefulness It now blocks a sightline from lobby large door in through to that side, making it harder to collect free information Pulled out left wall of last, contouring greenhouse nearby to rid the side of its sentry nooks Pulled out right wall of last, offering less space for turtling Moved around cover to prevent sightline from toxic angled entrance on mid through cargo (let's just see how this works before I commit to changing any major geometry around there) Adjusted doorways through cargo very slightly as a result of said sightline blocking Removed crates in little rooms beside mid point, filled in with concrete to make a flat-back instead (easier for explosions) Removed access to ledge above toxic entrance to second. Re-detailed said ledge Widened 45° ramp up from grass to forklift on 2nd Re-detailed interior roof of Toxic Put toxic sign in toxic Clipped “open” edges of mid with the delivery truck and metal railings in a better fashion. Blockbulleted said railings so splash is much easier. Remade small cliff leading from lower connector to far-mid area, now it's a solid brick wall. Can't stand behind the wall anymore on top of the cliff.