Changes:
-Expanded BLU spawn courtyard
-Widened opening of sentry perch at A
-Turned previously OOB area at A into flank
-RED force respawns after A cap
-Changed routing from RED spawn to B
-Added highground and greater route options at C
-Cart now caps at top of elevator
Changes:
-Moved point A forward on the track
-Added a point at the crane
-Added one-way door from A choke into C drop down, closes after B cap
-Rerouted route from C to A
-Added flank at A for BLU to better combat RED's doorway
-Closed previous A flank
-Fixed missing displacement faces on roofs map-wide

To come:
-Redesign final
-Redesign starting area
-Expand on point B
-Clipped off the ceiling shafts at B (Thanks Average Tiddy Goth GF)
-Slightly nudged a couple pipe props at B
-Fixed bug where cart falls into furnace without triggering the round end
-Fixed lighting on furnace prop
Changes:
-Artpassed the map
-Added rollback zones to the crane
-Reduced RED's respawnwavetime from 10 secs to 7 secs
-Added small cover to RED's highground at B
-Slightly lengthened RED's walk time out of spawn
Layout changes:
-Added new flank from B-choke
-Added cover to balconies at B
-Rearranged concrete pile at start
-Adjusted ramp at Start->B-choke building
-Removed pillars at elevator
-Upgraded small health at A to medium
Logic changes:
-Fixed elevator logic breaking after cart rolls back
-Fixed misplaced control point on HUD
-Decreased BLU respawnwavetime after A from 4 secs to 3 secs
-Moved path_tracks down 8hu
Misc. changes:
-Adjusted clipping map wide
-Found somewhere else to hang out