Major problems seems to be at the moment that red can horribly flank blue and be behind really easy, some sniper sightlines, and from what i've seen red takes way too long to spawn and that lets blue roll everything
And some people say that is "a discount badwater", well it took a lot of influence of it, but I don't know if it is really a bad thing..
This is being a hell to balance
-Replaced the "jump class filter" in C with a actual walkway that red can drop of from, blue scouts and jump classes can go to, i'm trying to see if it works now or is just a annoyance
-Red could go behind blue in C, that flank now has a one way door, and is closer to the main path, kinda tricky in this one, probably not the best solution but we will see, also the dropdown that that flank had before was there so that blue could rejoin the main path quickly, but it seems that only helps red to flank, so it was replaced with two windows leading to the choke
-Fixed a doorway giving a nasty sightline to the first red spawn
-Some tweaks to the high flank from the first point
-Reduced red spawn time from 9 to 6
-Deleted roll back zones, I think they just made it way harder to push, because they were quite long
-Added a stair to the high ground in B
All this is done at my interpretation after watching the feedback page and the demos, but looks like I fix a problem, another one appears, or maybe I don't even fix the problem in the first place. Thanks for the feedback by the way, im trying my best