new C again
expanded B
no vents anymore(
removed red A teamspawns they now spawn at B, when A captured red will spawn at C, basically like all other maps
respawnwave timers right now:
blu 5 3 0
red 7 8 10
after blu captures C the hatches will start moving and the rocket will move up(im actually stupid, the rocket i want to model it after launches right from inside of silo)
many small things im to tired to write
added cubemap in lower blu spawn.
increased clipping of gravel wall at A.
removed pickups under scaffolding A vent entrance since spies did not use them that much.
Added sign to C shortcut.
changed small medpack near C shortcut to medium.
changes to respawn times.
RespawnWaveTimes right now:
BLU 5 RED 8
BLU 3 RED 8
BLU 0 RED 10.
fixed z fighting on construction outside blu spawn.
fixed overlays missing faces.
fixed red respawn room trigger.
clipped gravel pile on C.

hope i won't need to do any hotfixes after testing.
Widened left route to A from blu spawn.
Removed clipping on the roofs of A main barn.
Added two resupply cabinets to blu spawn.
Reworked blu spawn.
Blu now spawns in small clusters in different places inside their spawn as opposed to spawning all in one room.
Stairs near A big ramp have been replaced with gravel pile to ease movement.
Expanded A vent by changing it's end route and adding a fan room inside with a small health pack.
Stairs near white buildings right after A have been changed, again, to ease movement.
One side of white building after A has been oppened, now it should be a solid place for red snipers when defending A and more suitable staging area for blu when attacking B.
Expanded playable area before A.
Removed boxes in a hangar after B.
Rerouted one stairway to highground to be more appealing for blu.
Expanded warehouse before B and area after that.
Adjusted pickups placement.
B vent now leads into a room with medium med and ammo packs and a way to B long.
Now blu will spawn closer to frontline after capping A.
Added oneway shortcut to C for blu.
Changed red spawn, shortcuts to A and B are now part of red spawnroom.
Reworked C again, with only one entrance into C site for now, i hope it won't be too harsh for blu since they have 2 forward staging areas, if there will be a dire need for flank i'll add one.

also, Katsu, thanks for including my maps in the list.
highground routing to B has been changed, making it easier to traverse betwen low and high grounds, i hope blu will use the hangar route more now that it's more accessible.
nerfed healthkits at A, med kit in a shack became small and full kit in a barn became med, it should make red holds on A weaker.
Last point sewer route has been replaced with moderately big vent system.
fixed overperforming sightline for sniper
better clipping for wheeled stairs
rework of blu spawn and area before A.
added vents for blu to flank, one on A and one on B respectively.
made sentry spots on A and B more suitable for their intended role.
changed highground hangar before B, now it should be more suitable for attackers to use.
added more time to cap for A and B.
turned out i was uploading not repacked map for some previous versions, this time it's repacked.
changed high route to B a little by widening the doorway and making it jumpless.
made the sewer area with pickups a little more big.
added 1 to red respawn time on A, added 1 to blu respawn time on C.
respawn times right now:
first point: red 7, blu 6.
second point: red 7, blu 4.
last point: red 9. blu 1
more clipping.
respawn times changing.
pickup placements adjustment.