Thanks to
@SuperLuxDeluxe for explaining to me how the value I put into the respawn time effects the range of the respawn wave timer
- Changed the respawn Values
At round start
blu 7 -> 3
red 12 -> 6
After A is capped
red 13 -> 7
- Swapped the entrances of the flank and under ground route at B
- The high ground flank at B is no longer high ground
- The small health and medium ammo that was on the high ground flank have been removed
- Blocked off a part of the blu airship that allowed red player to hide/camp (there is still a small section to help out spies)
- Added a second cap model at B so you cant see thru the first one
- Replaced the hazard tape at B with the platform to show cap size
- The doors on blus forward spawn now have blu filters
- Clipped of the top of a building by the curved bridge
- Added a piece of cover by the fence at B to give defenders less visibility of attackers
- Added an additional cover between blu airship and A to help with sniper sightlines while not making the area cramped
- Moved the shutter at A forward to be inline with the balcony
- Added a 90 turn to the balcony to help attackers
- Added an additional small ammo by the shutter at A
- Added a small health by the fountain
- Added a new route between blu airship and A (contains a med health and med ammo)
- Added a medium health for defenders by the A shutter
- Redesigned A
- Split blus forward spawn and added teleports between them (ill probably remove this next version, I just wanted to see how adding the second spawn would affect the flow of blu players and what path they'll choose at the curved bridge)