- B exit in red spawn gets a no exit sign (while still permitting visibility which is why I didn't just add a shutter before)
- Changed respawn times slightly and red respawns when blu caps
- C has some textures to help with differentiation (tile floor is bottom floor, metal is upper floor)
- Reduced map times
- A new route up to behind B on the attacking left
- Red lower forward spawn has been blocked - all red spawns are behind the point, brand new in version 4
- Blu resupply moved back
- The C area tumour room has been seperated more to be a room itself and leave C alone
- Fixed respawn in blu spawn
Addressing feedback that has been mentioned a couple of times
"the rounds are way too short" - I find short rounds to be fun, last test there were 5 whole rounds and only 1 was actually fast. Especially on a small map.
"why is this door so slow" - this slows down the first wave of players, about 10 seconds to get through, if the point has just been capped you can get around the block before it is unlocked.
"wish these were proper setup gates tbh" - yeah, shutter doors are weird for this, but space
"i have no idea where im going, i really can't understand the layout" - yeah it's weird because it's just a couple of rooms but hopefully with the basic textures it should help with remembering which layer you're on.
"i am experiencing a class struggle in conservative britain" - I feel you
Also, if red is camping an exit, just use a different exit.