A
Added a door to the forward hold at A so Blue can exert more pressure on it from more sides.
Moved a healthkit to a point that looks into this doorway.
B
Moved around the placement of healthkits to encourage blue to move up more.
C
Pushed forward the entrance to the point area.
Pushed back the barnblitz delayer.
The route up the inside is now better covered and easier to find.
The route up the outside is easier to get to from the track.
The rotue up the outside has a much more circuitous path up to it than previously, letting it be used as a path for Blue rather than for Red.
Split up the two buildings on the outside to make pushing up there as Red less rewarding + allow for a potential sentry spot/tele spot.
Increased the usefulness of the ledge before the doorway so that attackers have a nice place to hold before a push.
Thoughts
The forward hold at A really should be temporary and that's not been able to be the case recently, with how attacking sided tf2m is and how difficult it's still been to dislodge this hold, it's justified. I hope gameplay around it continues to be decently fun.
C has always been an odd one. It works best when people have access to the inside route which looks onto the sentry spot, so I've made that more approachable + I've made it less of a "challenge" to hold the space as Attackers in general.