This likely resulted in minor geo changes + a few odd props here and there on the sides of gameplay space
Added a health pack on the high side; it's position might be too useful, but we'll see
Still a lot to do detail-wise...
Implemented spawn switching mechanism
Players spawn into "welcome" area and then are respawned into each spawn, swapping based on round
Thanks to @Yaki for the basic ent setup, env_global is pretty cool
Attempted to shorten sightline...
Scooted blu spawn back to its original position
Added highground in the highground of the tree route that favors blu
Boarded up the second red window overlooking the point
Widened the covered route
Looking to reduce the effectiveness of...