Implemented some tweaks I was considering, pushed by the last playtest reinforcing some of my thoughts.
Shifted blue lower spawn to the side to avoid a sightline.
With left side being more accessable, one of the routes to B are now locked until A is captured to prevent blu wandering past.
Added a route to the left outside of blu spawn, leading into the building on the left's lowground.
The original idea for these buildings and their relationship to the main point worked just as...