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Map Name:	CP_Orange_X_7_WL4B_Night (Night Version)
Modified on:	2015-09-09 - 2015-10-04
Modified by:	"LiveLong"
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... Additional credits noted below ...
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Original map and/or prior modifications of it:

- WhiteWolf_X
	https://steamcommunity.com/profiles/76561197979426484
	https://steamcommunity.com/id/whitewolf_x
	STEAM_0:0:9580378, [U:1:19160756]
	http://gamebanana.com/members/258885
	http://www.myspace.com/whitewolf307
- GGoDD2
	https://steamcommunity.com/profiles/76561197962961339
	https://steamcommunity.com/id/GGODD2
	STEAM_0:1:1347805, [U:1:2695611]
	http://gamebanana.com/members/135449
	https://forums.alliedmods.net/member.php?u=22169
- BSL
- Witty
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These Modifications: LiveLong
	http://steamcommunity.com/profiles/76561198147891418/
	STEAM_0:0:93812845, [U:1:187625690]
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Map Testing:
	Various members of the "Weasels Lair" Steam Community
	https://steamcommunity.com/groups/WeaselsLair
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Map Testing Hosting: Weasel
	http://steamcommunity.com/profiles/76561197960266039/
	http://steamcommunity.com/id/Weasel/
	STEAM_0:1:155, [U:1:311]
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		ChangeLog
x7improved, made for WeaselsLair, inspired by seeing the ugly stretched, cut-off textures, and getting my head bonked on a poorly rotated fence.

	cp_orange_x_7 - cp_orange_x_7_wl

.Fixed leak(s)
.Heavily improved textures
.Added a lot of nodraw
.Replaced stair-thing near spawn sniping spot with fast-stair thing. (Where are my words now?)
.Set last points' cap time to ridiculous levels
.Other things I forgot
.Made the spawning area of spawn resupply everyone; protected it from explosives
.Removed the building restrictions. I honestly see no point to having them.
.Fixed an issue with the back fence where you would be blocked from fully jumping.

	cp_orange_x_7_wl - cp_orange_x_7_wl2

.Switched first-point "full" healthpacks with mediums, I'm fairly sure they were just helping spawncampers be harder to dislodge.
.Fixed issue with blus being able to enter red spawn
.Tweaked textures
.Added more nodraw
.Switched method of win-blocking*, now the game simply cannot be won, whether one team has all the control points or not.
*previous method was to set the last point's capture time ridiculously high; it was questionably effective.

.vmf included, to help minimize branch-dilemmas.

	cp_orange_x_7_wl2 - cp_orange_x_7_wl2a(EntspyTweak)

.By weasel's preference, re-added the ability for teams to win with EntSpy.
.Set Blue-Final control point back to 5 (Previously 10)

No VMF included, due to it being an entspy tweak.
[[[Discontinued, due to it (seeming) impossible to change healthkit-power, an important fix.]]]

	cp_orange_x_7_wl2 - cp_orange_x_7_wl2b(Compiled)

.Same Improvements as 2a, except with hammer.
.Full healthkit on Blue-Last scaled back down to medium
.Shortened mid-trench Stairwells to 135HU, the little hop you get when going over them is, by extension, removed.
VMF *not included

	cp_orange_x_7_wl2b(Compiled) - cp_orange_wl_b7

[[[This was a private dev build shown to Weasel, in order to figure out which planned "new-wl3" features were good, and which weren't.]]]
.Fixed some rouge nodraw
.Added "Middle" entrance, which accelerate-throws players, instead of allowing them to walk out. It has no return ramp.(Blu spawn ONLY)
.Per bsi- asi?'s suggestion, added an intermediate platform to the spawn-fast-stairwell for sniping
.Changed points' capture time to 10, to give the point-disabler more time to vote.
.More Texture tweaks(I swear, I can't stop myself!)
.Added even MORE nodraw (Hopefully won't go rouge, this is supposed to be final)
.Made the "background" regions a sort of deathmatch/alt exit.(Blu spawn ONLY)

	cp_orange_x_7_wl_b7 - cp_orange_x_7_wl3

.Removed mid accelerated-exit per weasel's request, the nearby Blu decal will remain higher than normal.
.Added healthkits to background DM
.Added red background DM
.Changed "b7" spawn-stairs to a combination of my modifications and the pre-wl x7's ramps.
.Added more nodraw
.Tweaked textures

	cp_orange__x_7_wl3 - cp_orange_x_7_wl3a(Pre-Wl2c)

.Fixed an issue where the blue spawn's mid-exit-wall was a func_occluder.
.Fixed that the red back-doors were generic brushes, not illusionaries.
.Restored original-x7 spawn staircases, due to players preferring original-x7 merely because of it having the preferred stairs.
.(Hopefully) Made doors less likely to freeze players during transit
.Fixed that the back-doors had no method of blocking enemies from entry
[[[Note to self: Test maps more thouroughly before giving them to weasel]]]
[[[Note: This version is not yet able to meet the changelog's standards. This is only a placeholder for when it is able to?]]]

	cp_orange_x_7_wl2b(Compile) - cp_orange_x_7_wl2c

[[[The wl3 branch is a bit much, I'm just going to fix 2b for the moment, without the major upgrades/modifications of wl3]]]
.Fixed an issue with the spawn-underhang and nodraw
.(Wl3 Independent) Doubled partial-cap points, mainly because you are taking a MAJOR risk standing on those, and it should be rewarded appropriately.
.Changed last points' cap time to 10, to give the anti-cap more time to succeed/fail.
.Texture Tweaks
.Nodraw additions

	cp_orange_x_7_wl3a(Pre-Wl2c) - cp_orange_x_7_wl3a(Post-Wl2c; Day1)

[[[As Weasel is being quite slow setting up the test server for wl2c, I might as well finish what I've started.]]]
.Same improvements as Pre-Wl2 wl3a.
.Improved backdoors, adding enemy-block, as well as anti-rocket.
.Switched method of one-sided entrance from one-sided displacements(They really like getting players stuck, especially if they're jumping), to trigger_pushes.
.Made outside-wall color team relevant, similar to cp_orange_x7a
.Removed a teamspawn stuck inside a brush
.Fixed a minor overhang in the backspawn
.Added nodraw
.Tweaked textures

	cp_orange_x_7_wl3a(Post-Wl2c; Day1) - cp_orange_x_7_wl3a(Post-Wl2c; Day2)
.Fixed an issue with blu's front-enemy-blocker that allowedd them to stand on it
.Tweaked control-point-walls to be more similar to x7a
.Pushed back-oneway further back
.Added a BBS2007 image in the spawns (Aka Weasel's profile-pic, circa 8/12/15)
.Added my spray
.Tweaked textures

	cp_orange_x_7_wl3a(Post-Wl2c; Day2) - cp_orange_x_7_wl3b(Entspy tweak)
.Fixed an issue where one of the last points' cap time was 5 seconds, rather than 10.

	cp_orange_x_7_wl3a(Post-Wl2c; Day2) - cp_orange_x_7_wl3c
.Improved a balance problem, by moving the exit-entrance to the background regions further right(Looking from outside), and adding a "support" pillar to block LOS.
.Modified the backdoor-ramps to prevent sniper camping. (Made them 450-speed conveyors)

	cp_orange_x_7_wl3c - cp_orange_x_7_wl3d
.Added 2 custom textures. They show the original cp_orange_x.
.Fixed that the red exit ramps were still blu's.
.Fixed that blu's exit ramps weren't conveyors.
.Changed the "ceiling support pillar" to a "wall support pillar".
.Fixed an small-resupply-site which was merging with a wall support pillar.
.Fixed some "ignored" decals.
.Changed a certain texture to one less painful to the eyes.

	cp_orange_x_7_wl3d - cp_orange_x_7_wl3d_sunset
.Changed light_env's angle, color and ambience to orange-ish, and heavily tilted.

	cp_orange_x_7_wl3d - cp_orange_x_7_wl3d_night
.Changed light_env's color to dark, yet visible. You will need to turn up your monitor brightness on this.
.Changed skybox to something more appropriate.

	cp_orange_x_7_wl3d - cp_orange_wl4_b16
[[[Private prerelease to Weasel. Mainly checking to make sure I was going in a good direction.]]]
.Fixed an issue where the mid-backregion exit was pointing in the wrong direction
.Fixed that blu's conveyor was not pointing outside.
.Implemented mcg's tunnel system 
.Added rudimentary admin room. It currently only controls whether the tunnels are accessible.
.Improved optimization tactics from nodraw to nodraw + func_detail
.Added music room. Currently only controls the 4 Richard Cheese songs.

	cp_orange_x_7_wl4_b16 - cp_orange_wl4(RC)
.Fixed that, for some reason, the admin buttons would kill the server?
.Improved geometry
.Finished music room. Aside from Richard cheese's songs, it goes in an alphabeical order.
.Expanded Msic room, added new speakers, disco floor, a straight-spawn exit, that sorta thing.
.Added music room button.
.Modified position of "secret" admin entrance.
.Heavily improved the optimization
.Fixed all weird "risings".
.Fixed a (Major!) lag issue related to witewolfx.vmt. May be triggered by developer 2 (Console command)
.Many, many other things.

	cp_orange_x_7_wl2c(Unreleased) - cp_orange_x_7_wl2d(Entspy tweak)
[[[This modification was done by Weasel, to fix a capture point inconsistency. Otherwise, this entry is simply here to note what it is]]]
.Fixed capture point times being inconsistent

	cp_orange_x_7_wl4(RC1) - cp_orange_x_7_wl4_2(RC3-subFinal)
.Finally managed to stop VMT corruption

	cp_orange_x_7_wl4_2(RC3-subFinal) - cp_orange_x_7_wl4a
.Added a 3rd button, to control whether wl3's backroute is accesssible or not.
.Additional geometry improvements
.Added note indicating that most songs in DJ are absolete
.Revamped credit message to give an abridged history of orange's various authors.
.Reduced the number of speakers to 4, but the remaining ones were enlarged.
.Improved skybox
.Fixed leaks (Finally!)

	cp_orange_x_7_wl4a - cp_orange_x_7_wl4a_night
[[[Sunset is currently unused]]]
.Removed env_sun
.Changed skybox
.Changed environmental lighting

	cp_orange_x_7_wl2c - cp_orange_x_7_wl2e
[[[I was unable to find the capture time inconsistency]]]
.Upgraded textures/optimization to wl4-era

	cp_orange_x_7_wl2e - cp_orange_x_7_wl2f2
.Tweaked cap times, should now be 20 10 20 10 20

	cp_orange_x_7_wl4a - cp_orange_x_7_wl4b
.Fixed last geometry weirdness
.Remade Music room; Now includes:
	.New songs
	.Doors (Left one is a bit short to allow reopening)
	.Light control
	.Alternate routes
	.Songs (aside from 1) offered separately.
	.Separation of "DJ" and "Dance" areas
.Added skybox
.Additional optimization
.Highly raised skybox
.Added x3_exe's mid stairwells.
.Improved spawn stairwell, without fundamentally modifying it.
.Improved player accessibility of admin room
	
	cp_orange_x_7_wl4b - cp_orange_x_7_wl4b_night
.Modified light_environment to night.
.Changed skybox to night
.Removed env_sun
	Known Issues - WL4:
.Wl4's tunnel implementation was poorly executed. Minor geometry inconsistincies, slight slopes, and other various strangenesses may be noticeable.
.Music room only supports weasel's lair music for August/September 2015 in a static manner.
.Speaker phys-objects may get wedged into difficult places (I.E. Any trench)
.Admin room on/off (3d Object) indicators, before first use, are red when looked at directly, 
and blue if looked at from the side. Sprites, however, are always accurate.

Credit to:
.cp_orange_x7_mcg and all relevant authors for providing tunnel
.achievement_engineer_a2_3 and all relevant authors for providing tunnel access/music roomaccess/backroute access control system
(Modified from achievement room door-control)
.UNKNOWN AUTHOR for discofloor. (vtf is mario_discofloor)
.Teddy Ruxpin, or other, for "song7.mp3", extracted from mario_kart_day_b29; original version of skybox; extracted from mario_kart_day_b19a
.Xenon, for a few of the materials in the skybox.


-Modified by Livelong, or whatever this is:Łᶖ√€Ł۞ﬨ₢
-Hosted by Weasel
-Vmf Included:No (If you'd like me to include them, then notify me. I'd rather not waste space on recycle-bin fodder)
-If wl4 is in use, it is preferred if Ruxpin's "Parent buildables to moving objects" plugin is present.
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Current version: 4-b/2-f2(/ween) (2 is Improvement-only, 3 is Back-route-add(Obsolete), 4 is experimental-newest)
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Have Fuhn!