Changelog:
Added an elevator back to the elevator area (lol), that delays the cart as it raises the track section up
Removed the drill and turned the cart into a boring normal one
Removed the breakable wall section and the dynamic elements around it
Opened up the top area before the third point, to red's benefit
Added a platform of junk in front of Blu's final spawn that lifts up when the spawn is activated, blocking most of the upper area off before blu pushes through
Made the top of the former elevator an alcove that overlooks third point, with a suspiciously placed medium ammo pack
Added dynamic door in front of the first point that opens after the capture
Added a rock to last to open up a little skill jump route on the left side (for blu) of Red's spawn building
Adjusted ammo packs around the map (no more small packs, you're welcome, Jean Paul)
Turned dynamic health packs to always on (I don't think anyone noticed these anyway, lol)
Added spectator cameras, finally
Continued detailing (theoretically no dev textures left on the map!)
Did a bit of optimization work, but it needs a lot still, let me know if FPS is starting to struggle anywhere
Known issue: There's a lot of pop in areas that needs addressing, visually