And to think I was doing this for some sort of contest or something, oh well payload mechanics explained through signs Fixed sightline and hold just after 1st checkpoint setup timer reduced by 15 seconds miscellaneous fixes involving the cart and cart relations side-sliding doors added to red forward additional windows scattered around to free up maze-likeness
logic fixes
Notes are considered from attacker perspective unless specified. the first area received a displacement facelift, grassy bits and all. the right flank has been closed in a bit. the first checkpoint changes defender respawn time to 3 seconds (previously 9) to put everyone inside the 2nd area a bit more. there's a bit more defender cover in the 2nd area. new route, between the staircase near attacker forward spawn and the 2nd capture point. capturing 2nd sets defender spawn time back to 9 seconds. defenders have a bit more high ground cover in 2nd. last's flanks have been changed: new left flank, going between the underside of 3rd high ground and to last checkpoint. right flank has been changed from a dropdown to a set of stairs