-decreased timer from 7.5 minutes to 3 minutes, with a maximum time of 3.5 minutes.
-each time each lobby is captured (in order), 1 minute is added to the round timer. this means that,
for example, once blu team captures red lobby, the only way to add more time is for red team to capture
blu lobby.
-when the map enters overtime, the longboy will progressively get faster each time he is captured,
until he reaches a maximum speed of "very fast"
-during overtime, all respawn times are set to a value of 6, regardless of longboy progress
-during normal gameplay, the longboy will continue to move (albeit very slowly) even when no one is
pushing him (he will still go faster with more players on him). this includes whenever he is being contested by the opposing team. the only time he will stop is when he is waiting for a door to open
-you no longer have to wait for the door to close when leaving lobby, in either direction.
-last door will stay open while longboy is moving towards last
-generally increased the speed of the longboy
-increased the speed of the lobby doors
-fixed last lower door clipping through the building
-adjusted spectator cameras
-slight detailing additions/changes
-known bug: longboy will occasionally dance for a couple frames when reversing directions at maximum overtime speed. from testing, this hasn't caused any issues nor has been able to have an effect on players near him, but who knows what might happen.
the general thought process for these changes was a shift from viewing the map as a payload map, and more of a dynamic payload/3cp/koth hybrid, while adhering to the longboy gimmick. this should hopefully mean much faster rounds with a larger emphasis on map exploration (since you don't need to constantly push the longboy, and can instead focus on killing Enemy Gamers).
with all of this being said, if you have any ideas for detailing and/or gameplay changes, please let me know! this is very much an experimental map with no set meta on how it should be designed. i'm just trying out stuff that i think might work.