This update aims to give blu some more meaningful options to attack A point, as well as reducing the openness of point B slightly to give shorter ranged classes more play, and make flanking completely behind red team without them knowing less trivial.
-shortened distance between blu spawn and A by about 250hu
-blocked / obscured some sightlines onto A point
-reduced the visible range of sightlines down the road on the way to A point
-themed BLU teams initial spawn
-added an additional route beside A point leading to behind the Red teams hold - giving red team an additional angle they must watch
-adjusted the geometry on the motorway support beam thingy next to A, it can now be stood on and may serve as a good rally point for the BLU team to push onto the point from
-increased red respawn wave timer by 1 second, reduced blu respawn wave timer by 1 second
-slight geometry changes in the A-> B connector, the high ground room now has windows out onto the connector making it more enticing for red team to control this room, and more important for blu to take control.
- added extra geometry on the point to block sightlines from red's main highground to some of the flanks blu team has access to on B point
-closed off the A->B underground route, instead making the low ground entrance more covered from sightlines so it can now be used to go to the underground section of point B more safely. This should make it less confusing for red team when blu players use the underground section to flank.
-increased the capture time of point B by 1 second.
-simplified geometry in some places.