Changelog:
Changed upper routing into last for blu, removed walkway leading to it for red
Blocked off some of the upper platform on last
Added new route past the brutal choke point at the top of the elevator tower
Added more breakable walls that opens up the side path when the drill cart breaks through, keeping it divided off more when that side isn't broken open
Added one way door by red's forward spawn to help simplify the flow when coming from the other way
Moved third capture point closer to the top of the elevator
Removed ramp up to the upper platform for red on last and removed the dynamic door that would normally block that route, now benefitting Blu more
Added walkway primarily benefitting blu on the longer route leading to the upper area of the elevator area
Added some dynamic changing walls to simplify pathing for Red's initial roll out
Adjusted some cover in a few places
Fixed broken resupply cabinet in red forward spawn
Adjusted some health and ammo, I think, I forget
I dunno probably some more stuff