-Optimized a little
-fixed some sightlines
-removed crate sentry

looking for more gameplay feedback before a23
-adjusted ammo kits
-added sign
-made playable and non playable areas more obvious
-fixed a couple of sightlines
-fixed displacements
-removed stairs for A flank
-adjusted respawn waves
-moved props on last slightly for out ranging a sentry
-added flank on A
-raised flank on last
-added the "safest spot to store your goods"
-added a room to prevent players from getting denied at last
-added stairs on last
-reworked entire last
-added another forward for red because the map is large
-adjusted respawn times
-added route for A attacking
-overhauled choke from C to Last
-added health/ammo
-added flank route on B
-made windows one way at A
-moved red forward for B
-force respawning for red once A is capped
-added health kits
-added props to allow for spy maneuvering on A
-adjusted lighting
-Overhauled A
-adjusted lighting
-overhauled last (I think)

Its been a while. I forgot where I left off and need fresh feedback. Right now im debating redoing B entirely as well as the connectors from A to B and B to C. The next test will hopefully verify my thoughts as well as testing the new A.

I also might add a hallway with spawnpoints at last between the last CP and outer courtyard to place red closer to C and add props approaching A from B for spies to be able to sneak around better.
-added flank for blu at last
-fixed door to C
-adjusted a spawn time
-adjusted health/ammo
-moved C
-overhauled C
-overhauled last
-added new routes into last
-fixed fullbright lighting