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Stage 2:
- changed last to try and not be as much of a nightmare to cap
-adjusted track between first rollback zone and A to give players more room around the cart
-removed weird drop down shortcut from A to B
-added different less weird shortcut door from blu spawn past A to B
Stage 3:
-changed last to try to be easier to cap
-adjusted path_track nodes
OVERALL
-incorporated fixes for MN_'s feedback
-incorporated changes to address MM1011's feedback
-adjusted some path_track heights to help some areas with the floating cart
STAGE 1
-clipping and exploit fixes
STAGE 2
-adjusted geometry at A to make it easier to hold
-adjusted geometry at B to give more space and try to make it easier to capture
-closed mining elevator at B so red team can't hide in there for defense
-added arrow pointing to underwater tunnel at B
-added one way drop down in building between A and B that is only accessible after A is capped
-moved health and ammo directly outside B cave
STAGE 3
-shortened overall distances between B and Final
-adjusted geometry to fit new length
-changed routes to upper area by B
-moved flank route to area right before Final lift to try and stop red from using it to flank blu
-increased red respawn time when B is capped from 6 to 8 seconds
-detailing
-full new lighting pass done by the legendary Freyja
-like, a lot of little things and some medium things I don't remember them all but you'll know when you see it maybe
STAGE 1
-changed 1 way door to be less awkward
-adjusted geometry around last to fit new 1 way door and attempt to be more interesting
-added opening and closing doors to adjust access to a left route to last for blu
STAGE 2
-moved around some cover and paths in the cave at last
STAGE 3
-detail changes
-removed lower staircase from red final spawn to last
-removed closing door from lower red final spawn
-lighting adjustments
-cover adjustments right before last
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