Changelog:
General:
-Adjusted RED spawn times, added forceinstantrespawns for RED to all points
-Health and ammo overhaul (reduced number and sizes, shifted some locations)
-All glass windows are now clear glass
-Made easter eggs more apparent
-Possibly more that I forgot
A:
-Made door into Dropdown from BLU spawn yard taller
-Added staircase-to-highground route to B yard from Dropdown that unlocks on cap A
-Opaque windows at Beacon are now clear glass instead (may be bad for optimization, we'll see)
-Removed one-way route into BLU spawn yard entirely
B:
-Removed offense-centric ramp up to CP building's upper offense door, added short (shorter than headglitch) cover wall to balcony near where aforementioned ramp was
-Added barrel to door that unlocks on cap A that connects A alcove to B yard
-Replaced shutter on upper CP building door with door that unlocks on cap A
C:
-Added window to cover structure above Secret (Secret = where L-shaped sheet metal used to be)
-Adjusted diagonal wall on the cliff to make the area near it less constricted
-Removed shutter from doorway near the partially-opened windows
-Removed shutter from doorway leading to the roof from Alphabet (room connecting D to A and C)
D:
-Adjusted railing window and added barrel to said window in Queens (room with the huge window)
-Door linking D to Alphabet now locks on cap C instead of perma-opening on cap C
-Added small balcony strip to wall near the yellow barrels
-Adjusted cover near ramp leading up to door to Alphabet
-Raised spawn area to height of the connecting balconies instead of being level with the upper floor (this should hopefully give RED a better holding spot while also forcing them to committing to blocking the payload)
-Changed RED spawn exits to be like Borneo's (splitting ways instead of both forward), added a third longways spawn exit going into a new closet-like room connecting old balconies to new raised spawn platform
Screenshots: