Side note: I likely won't flesh this out into a proper map, but I will keep this on hand in case I need to reuse the logic/gamemode in the future.
> Fixed both blue's spawn doors from opening at the same time
> Expanded the main area
> Added anti-sniper terrain
> Clipped off some high ground ledges
> Changed the ending payload path
> Removed the interior near the point and replaced it with a room concealing the point + an open are with a death pit
> Changed how the timer logic worked
> > Made the timer dependent on the payload carts rather than the neutral cp, which should fix the main issue from the play test.
> Re-arranged pickup location accordingly
> Added a small room near the cart points
> Fixed some poorly placed path_tracks