A rework of the routing around A has been implemented, to allow for a significantly shorter red spawn and thus faster rotations from A to B (for when A is being captured) and A/B to E.
Red defence for B has hopefully been improved via routing changes - the red forward spawn is significantly smaller due to a repositioned A exit, and the frontline is a little more defined for B itself with some geometry changes on the blue approach. B may still roll - a slow opening door between A and B could be a solution (though not an elegant one).
A rework of the B->C/E lobby is aiming to stop red's aggressive forward hold of the area even after B has been captured.
Routing around D has gone through another iteration, and the A->D/E route has been reworked - both will hopefully improve the flow of the area a little. Fully prepared for it to still have issues unfortunately - D is an ongoing experiment, and I'm still not happy with the A->D/E route's location.
Geometry around last (red hold side) has been updated to fit the A->D route change, and the lower route back up to the middle route has been reinstated so engineers don't get stuck on the ring around last any more.

Hopefully these work together to improve the flow some more. Unfortunately, time is running short and thus detailing should probably start quite soon, meaning more of the geo will need to be locked in.
Major changes include:

Reworked B to better bridge height differences and tweak walk times for both teams.
Reworked D to allow space for RED to hold, and give room for the point.
Reworked RED's forward spawn to make routes more concise; less turning around.
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Moved A->E route to give a more defined hold to RED at E.
The roof has been ripped off BLU setup area, and the A half has been altered to accommodate these changes.
E's barrier has been reverted, and a gate has been introduced on the forward balcony to limit BLU until D is capped. some brushwork around E has been removed to allow less classes to access the point early.
A's point was lowered to incorperate it more with the surrounding gameplay space. A dropdown was added to the top of RED forward spawn to allow fast access from A to E, to stop early E caps.
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Major reworks include moving D to help walktimes, as well as giving RED's back spawn some room to breath. B was redone to help routing. C was simplified for readability.
Some extra routing changes have been done to A. The point can now be accessed by all classes from the side facing the deathpit by wrapping the old stairs back around toward the balcony the point sits on. Red's spawn has also had some adjustments, mostly to make the walk to A shorter. Minor fixes throughout the map have also been ironed out.
some inspection brought up a few errors we wanted sorted before a2 gets tested, so a quick patch up is all this update is about. Clipping changes and an added entity or two.
After pulling the map apart limb from limb and sticking everything back together, overall distances have been shortened. Due to The Mangling, all spawnrooms have been rebuilt from scratch and some routes have changed drastically. Many areas without major overhauls have still seen some geo tweaks such as RED's A hold, and BLU's side of B.

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just fixing some broken decals. and changing the version number.
Just fixing some broken decals.