+C redesign once more, because final points are hard to make
+Added lower lips to some less than clear grating and windows
+Overhauled B, now it has an extra layer of height, there is a blue flank under the point that leads to the back room (left route now just leads to a raised position)
+Red has a one way door to help them set up at B
+A door at C's lobby no longer closes due to the large door red previously used now being closed
+The door near B that previously closed after A was capped no longer closes, but it is smaller
+Expanded Blue's upper route to A slightly
+Added more dynamic signs
+Raised the roof at C and made the height variation more of a variation
+Made the previously one way door around the back of B two way
-Made the full wall high windows only partial wall high
+Added a small amount of cover for blue on B
=Explosions now disobey the laws of physics are treat grates as solid objects
=Made it easier for blue to access their to point flank at C
=Blu's flank at B is more interesting and can't be shot out of half way through it
=Windowed some areas that should have been windows
=Made Blu's flank around B more interesting
-Blue's exit to the outside area next to C is no longer high ground or large
-The large door at C no longer opens
cp_dockside_a11

=Re-designed C, red spawn and partially redesigned B. Hopefully the map has better flow now so red gets lost less
=Replaced old glass textures with new, more transparent ones
Fixed it being in fullbright for some reason
cp_dockside_a10

+Added a prop arrow above red's shortcut to A, now you have no excuse to miss it
+Increased the size of the interior ammo pack for red on last to large
+Incfeased teh size of the ammo pack on blue's C flank to large
=Fixed the shutters of Red's window looking out over A z-fighting with the wall when open
=Made some windows more obviously windows
These changes are based on a7, we don't talk about a8

+Increased the size of the ammo pack near red's A shortcut to medium
+Added a risky medium ammo pack on last
+Added a small health & ammo pack below blue's flank so they're not dead if they try to get some hp or ammo back
=Made the glass last's flanks one way so red can't see players moving as much
=Replaced some player clips with block bullets
=Put most of last inside a building but dock is still outside:
2 entrances from the outside, one by and one opposite red's lower spawn exit
Includes a window you can shoot but not move through
=Last's crane has a fence to prevent blu from sniping red's lower spawn from their flank
+Redesigned C and the area leading up to it. Again
+More props, less empty
+Updated screenshots because they were 3+ versions out of date
-Reduced the height difference between red and blue at B
-Less confusing for new players
+Increased setup time from 60 seconds to 70 seconds
+Made some of the empty areas feel less empty via props
+Increased time gained from capturing A from 3 minutes to 3 minutes 30 seconds
+Made the opaque windows at C transparent for red
=Moved the pallets at B so Red has a slightly harder time using them
=Moved the shortcut from C to A so it is more obvious when coming out of Red spawn from the top
=Put planks on the prop staircase so it looks less jumpy
-Reduced the size of the ammo pack for Red at B to medium
-Reduced the size of the ammo paco for Blu at B to medium
-Reduced the water scale to 1
+Put A into a building to help reduce absurd sightlines and give Red an easier time defending
+Added boxes to A to help break a sightline
+A smooth prop staircase has been added so Blu no longer has to commit to the long flank early
+Increased max round time from 6 minutes to 7.5 minutes
+Added a way for Red to get to Blu's balcony on B
+Widened Blu's main attack route into C
=Did some quality of life stuff
-The large ammo pack at the bottom on the new prop staircase is now small
-Removed Blu's jumper only highground
-Reduced Blu's time to capture A from 5 minutes to 4 minutes
-Reduced time added from capturing A from 5 minutes to 3 minutes

If C is still terrible I might just remake B and C I dunno