RED spawn was missing a door lol
Mainly detailing edits and debugging
-Buildings have been shimmied 256 units apart
-New areas added next to point
-Flanks extended out using cranes hoisting crates
-Rooftop gardens have been replaced by buildings as a nerf to scout and buff to heavy and engineer
Fixed global lighting and added lights to the new rooms by the point
-SPAWNS
New Spawn rooms have been added.

-FLANKS
Large chunk of space between flank and stairs has been filled in with an inaccessible decorative room

-GARDENS
Some fences have been made taller to restrict the flow of jumping classes

-STAIRS
Opened up much further and decorated with new windows and walls

-ROOFTOPS
Arched entrances added to verticals as well as horizontals in the appropriate hallway

-POINT
Decals added to demonstrate point size, boxes next to bridge opened up into rooms with an entrance and window each.
Fixed RED spawn being accidentally allocated as a BLU spawn room
Added lighting to the archways areas
Added lights to the new flank added in A3
-SPAWNS
No Changes

-FLANKS
A flank route near opposite from the balconies has been fashioned out of previously dead space.

-GARDENS
Hedgerows are now properly filled in by a Nodraw

-STAIRS
No Changes (save for the entrance to the new Flank)

-ROOFTOPS
Battlement windows shrunk

-POINT
No Changes
-SPAWNS
Spawn room doors have been fixed by having their delay before reset set to 0. More signage added.

-FLANKS
More ignage added,

-GARDENS
Health and Ammo kits are now inside the garage

-STAIRS
More SIgnage added, walls opened up more

-ROOFTOPS
More signage added, ramp added from vent device area

-POINT
Walls added to stop soldiers jumping straight to spawn
A2a update is a re-render of A2, as the initial one erroneously had props hidden.
~~~~~
A2 sees several changes to the initial design;

-SPAWNS
Spawn rooms have been moved from the counter-clockwise side of the buildings to the center, still on the lower floor, to make accessing both routes quicker and easier

-FLANKS
Flank rooms have been shrunk significantly with the addition of impassable glass walls to add detail and deal with overscaling

-GARDENS
The gardens now each have a small garage building to take cover within

-ROOFTOPS
The rooftop battlements are now larger and have more cover, including a small building for snipers to sit inside as a defense against flying soldiers.

-POINT
Point itself has been unchanged but the paths next to it both have much more cover in order to give non-snipers somewhere to stand safely as well as to accommodate the new larger rooftops