General: A thru C was very blue sided due to a combination of factors. It was hard for red to set up, and even if they could, blue team often had plenty of high ground and/or powerful sightlines
Now red team will respawn when points are capped
Removed the leftover WIP
A: There were a couple sightlines that blue could very easily use against red, and while it wasn't totally in blue favor, I think it was bad enough to warrant some adjustment
Made blue's flank building bigger, reducing the length of one of the sightlines
Moved a doorway to stop a sightline
Adjusted pickups
Adjusted some of the cover
B: Blue had very quick access to the main high ground, while red was left scrambling to even make it in time.
Between A and B, removed an extra route, added a fence for cover, and locked the door when A is capped to prevent blue quickly rotating to high ground
Between B and C, added a staircase that gives red quicker access to high ground for defending B
Shrank a doorway to reduce sightlines
Lowered blue's side of the hill, so they have to climb up to get to red
Added a fence to provide cover from the flank
C: Similar deal to B, with blue getting access to high ground before red has a chance to set up.
Added a door that closes when B is capped, and reopens when the cart enters the building
Adjusted pickups
Lowered blue's balcony and reshaped the room attached to it
Added a diagonal corner to the cart path
D: The area between C and D might be big enough to warrant being its own point, but I'm going to let it ride for a bit while I get more data.
Between C and D, adjusted some of the cover, and fixed a clipping issue.
Adjusted some of the geometry