Blocked

Blocked A13

Dramatically opened up the areas around the elevator and changed some of the geometry around to be a bit more interesting
Slowed the elevator down significantly
Opened up the left flank exit of Blu's first spawn so they are more exposed while using it (Thanks for the suggestions, Diva Dan!)
In the process of the previous change, shrank the defense focused building next to the cart path down, leaving much less room to stand in it hidden from Blu
Changed the dynamic red-side upper walkways in the elevator area of the map to rotate up after second capture, instead of the first, this should give Red a bit more elevation and make it easier to rotate around the area before its captured
Added some new small walkways in the upper elevator area
Lowered how much time is added to the clock after each capture
Fixed a bug that auto-pushed the cart after the wall breaks (Thanks YOYOYO!)
Added a nobuild on top of the drop down hatch leading into the elevator area (Thanks Midnite!)
Added some more resupply cabinets to Blu's initial spawn room
Fixed spawn points that weren't supposed to be active for Blu after the second capture (again... different ones... shut up)
Added new smaller route into first capture room, providing a small amount of height for Blu to take advantage of to help break a hard hold
Removed some cover that had benefitted red from first capture area
Changed the delay blocker walls after first cap to a hard stop for 6 seconds each wall as the cart drill through, rather than just a slow down, as it ended up not being much of a delay with a large group pushing
Shrank the cart slightly
Added new upper path/ ramps just after third capture to help blu break any strong holds just before the corner going to the last point
Added ramp giving blu a small amount of height coming out of spawn
Added more area portals with linked doors to some of the dynamic doors that change after captures, and a big area portal window that should help with optimization a bit
Adjusted health and ammo further, mostly shifted some things around
Fixed a few doors that were clipping through into gameplay areas
Slowed the elevator down slightly
A2:
Added new forward spawn for Blu after second capture
Made it so the timed automatic cart rollback cannot push you back down the elevator after you have locked it in at the top
Added a new ramp to get up to the highest point of the elevator route from the middle level, this should help blu get up from the right side easier, giving them a new route to attack from, while still having low ground disadvantage
Added a new red defensive position next to the cart path coming into the elevator area
Added a route from Red's last spawn into the middle level of the elevator area (conveniently located in a place red was accidentally going anyway)
Added windows to the room outside of Blu's final forward spawn, one one-way glass and one open air, in the room that becomes a dead end outside of blu's last forward spawn, making it less of a dead end, and useful for
Widened main doorway into first capture building
Slid first and third capture points forward slightly
Fixed spawn points that weren't supposed to be active for Blu after the second capture
Fixed wonky red forward spawn door
Added/ adjusted some health and ammo
Added some more signage to help remind players to look up occasionally (especially around the elevator)
Removed leftover clipping from a fence I deleted and did some other various clipping tweaks