Just some more artpassing done and a bit more work to make it playable. Added more clipping and did some optimization (no area portals yet). Last point is still a dirty concept while cleaning up what it used to be.
Moved the new red spawn room further away from C, to make it less awkward for red to roll out and also for balancing.
This last area is a lot less awkward, so its now a windowed room for red to have for athe final defense. Houses a full ammo pickup! I may need to change the three window cover directly across now since it may look confusing having one open and one sealed with glass. The previous ledge is now split into a reduced ledge to land on from the window, and the as a ramp to a small high position. The wood overlook behind the terminus now has a railing for safety measures
The beginning area before A had a little bit of reworking to give blu a little more of an edge to push up to A (or to at least get to the first pit to underpass)
Back flank around A to B now has a medium health pickup to get a little more use out of it (mainly a Spy lol)
Moved pickups a bit AGAIN
Fixed some clips and added some (pretty sure i still missed some spots
Scaffolding in B to C area is now more structured with more cover
Added a really subtle clip to this ledge so players don't take fall damage when walking off of it (clip height is at 264, whole platform is at 272 which would result in fall damage)
Updated terminus area. Still not quite happy with it but it's better. The room on the right was originally the red spawn, which is now moved back in a side area
New red last spawn (I forgot the resupply sign, oops)
Removed a wall spearating two rooms between a route that opens up after C is captured. This area now holds what is the new 3rd Red spawn. After C is capped, red spawns at the last room seen above! That means this whole map now has a whopping 7 respawn rooms!
Other miscellanious changes
Updated the window room before B, also now has collisions to prevent sticking to the windows before it opens
Reduced clutter cover on B
Removed the track above the bridge between B and C
All locked doors connected to capture points are now partially open (but still closed) to show that they can be opened
Metal stairwell between C and Last is much wider now
Fixed a buggy displacement near A going up the side path
Other stuff like clipping improvements, moving pickups again, and random visual changes (including breaking some things like the light I accidentally deleted outside of blu's second forward spawn)
Revamped and extended the last area, the original was too close to the previosu point and too choky. Also it was really difficult for red to defend. This new version and the new terminus still has a lot of work to be done on it, but it still feels like a muuuuuch better gameplay update
Added a second route to the tunnel beneath A. I don't know if people cared for the area but I still like it as an opportunity for spies to make plays. It kinda shoehorned in so I will probably need to update the area around the new drop to show players that it even exists! The stairs leading back up to surface is now more open so its not a pyro trap as much
To compensate for the new terminus area, C is now moved forward more. Before it was immediately after clearing the rollback and was way too easy for blu to stampede it
Removed the corrugated metal here because it was kinda annoying, and rendered this spot almost useless. This spot might get reworked anyways to prevent it from being a really OP sniper hole
Nobody noticed while playtesting, but these doors were actually accessible after B was capped due to a trigger error, but that is now fixed!
Lots of other minor things are fixed, including some clips and other optimization. The new last area still needs some clipping in some spots though.