This small update brings:
-S1 changes:
*Added a hole in the wall of the jumppad structure to allow fast rotation between the areas for soldier and demoman
*Added a window above the jumppad so you don't go in blind and the enemy can see players coming up (to a degree)
*Swapped the wall on which RED's spawn exit is on, to kill an awful sightline
*Removed the hole in the wall next to B so RED can't spam on the point from spawn
*Probably some other stuff that I've inevitably forgotten
*Forgot geegor's windows, sorry
-S2 changes:
*Remade the structure to the right of B + the BLU entrance to the upper gantry of C
*Replaced RED's main access ramp to C's upper gantry with stairs so they don't control it nearly as much, while also having a fast way up to their spawn instead of prop jumps
*Added a door in the area to block sightlines (might remove)
*Fixed BLU being able to build in their first spawn
*Moved some health down a level in RED's opening area structure to make playing sniper very slightly more risky (will have to figure out a more permenant solution)
*Closed a window looking onto B after its cap
As always, all and any feedback is greatly appreciated