Readded/ adjusted some of the cover around the elevator area, having successfully managed to make it holdable with the last version
Removed the logic that rotates the ramps around the elevator area as an experiment, I may have been overthinking this
Added a new walkway and platform on last as a quick experiment to give red a bit more high ground
Temporarily hid one of the newer ramps climbing up the tower, as it felt like it made it too easy to push up for Blu ahead of the cart
Removed a wall dividing two paths in the choke hallway just after the third capture area, which should widen the gameplay space out a bit for Blu, and make it hard to hold that corner for Red
Adjusted cover around last a bit, and added a new upper walkway
Fixed the logic for the breakable walls having the possibility to fire more than once
A few minor clipping fixes
Adjusted respawn wave times
Adjusted some health and ammo placement
Fixed some spawn triggers not covering the entire first spawn (thanks Midnite!)