on cp_standin, teams are rewarded with 1s shorter respawn time for each CP they own, this ruleset "works" on that map because of the slow capturing process. But on this map, rollout' times for all routes are around 12s with cap time at 24s (for 1 player), which is similar to a koth map.
No wonder why winning team could roll over the other so quickly, I didnt notice this bc I just copied & pasted the whole thing.
a9
+2s respawn time for each CP own (default 6s)
expand spawn area with respawnvisualizers
improve brushwork around the map, less clunky
revert CP capzones back to 256hu cube
turn shutters leads to the hallway from spawn (above B) into one-way