First, I decided it was time to work on the visibility issues. Specially at Emergency Exit before Gift shop. That place was a crossroad for fire. You could get shot from way to many places. But, on the theme park, guests should be able to watch their friends as they past above them on the ride. So I decided that I will block it off with Work In Progress panels there. For now, I took care of the Visibility issue with brushes, so that the places behind it won't get loaded.
I needed something that allowed for a height change up (Else, the map would only have depressions, and that was going to be boring), blocked of visibility so that the lake area wouldn't get loaded, as well as to prevent visibility on top of the hedges, which would mean loads of stuff to load all of a sudden.
This was a headache. At first, I tried to lower it, then decided against it (For reasons previously stated). Then I tried making it a building, but what building? Then a tunnel, but what tunnel? Then a cave, but what cave? Finally I removed the cave and just left the walls. I think it looks nice, while allowing nades to be thrown from the outside. That should be interesting to play. I still have no idea thematically what will be there. Let me know if you have any ideas.
I added a vent into bombsite B. This add more variety into the bombsite from a Z perspective. It has a ladder you can reach, But I think I will make it a boost spot. It should be of use only if you plan ahead, to try to add an element of surprise. I am afraid it's to T sided at the moment, but I hope to find out soon and do any modifications necessary for that.
Overall, I'm happy with the changes. Ts can smoke off the entry to bombsite B from supplies, because they have corner advantage. Ts still have to check corners for an attack surprise, but this change means that Ts can take supply first and try to coordinate an attack.