In the last version, I moved RED's initial spawn closer to the point because it was too hard for them to defend. Although I succeeded in making it easier for RED to defend, it made what was once easy pickings for BLU into an almost insurmountable choke. In order to combat this, this version focuses on fixing that problem, among other things:
* Opened up the chokepoint immediately after A
* Gave BLU a forward spawn after A is captured
* Added several additional routes into B to avoid funneling the entire team through one doorway
* Fixed stair clipping
* Fixed rollback zone I accidentally forgot to re-enable (whoops!)
* Tweaked pickups
* Attempted to make the cave a bit less claustrophobic
* Added spectator cameras
* Miscellaneous tweaks