I don't remember half the things I changed this version, but let's see how much I can remember.
-Adjusted lights to be warm or cool in certain areas (instead of flat white)
-Tons of detailing adjustments/additions
-Added a forward spawn for RED for just defending A
-Removed doorway connecting Last to A due to previous change rendering it unnecessary
-Changed ramp connecting crane room to pre-B courtyard into a dropdown w/ railing due to previous change, and to discourage BLU travel directly to RED's forward as well as encouraging RED travel through A before reaching BLU's spawn courtyard
-Added well shutter onto tracks after C that stays open once the cart gets near in order to block a sightline and discourage BLU travel into Last before C is capped
-Adjusted doorway near slightly open window at C to block another sightline
-Added dropdown passage from giant window room to deeper into Last
Probably want to test this iteration with minimal changes for a bit due to the length of time between A13 and the last playtest of this map.