-Moved resupply locker in RED's C/D spawnroom to prevent cheeky engineer strategies
-Added some clipping to the ramp up to the shack on D
-Made it so you can actually get out of RED's initial spawn when B is capped
-RED now spawns in a different location than in previous versions until B is capped (this nulifies the "Spawn never moves' check, but luckily the map actually met, and continues to meet, the "Cart goes over hazard" check due to the hazard finale); RED spawns in a new room connected to the interior of the building that unlocks when B is capped
-Doors between former RED initial spawn (now C and D spawn only) and window building to A deleted entirely, interior of to-A building...
-Some more textures, because why not
-Some more roof edges, also because why not
-Adjusted RED spawn times based on which points have been capped
-Added a one-way door to the white building between A and BLU's first spawn
-Aforementioned building got a slight redesign to compensate for the new door
-Added an easily-accessible roof area near B favored towards RED
-Changed the window route at last to be a full-on balcony with doorway
-Added a wooden wall to the railing balcony at...
-Toned the sun down a bit and changed the angle slightly
-Extended the distance between the first rollback ramp and blu's spawn a bit
-Made the thin accessible roof between B and C inaccessible, but added a one-way passage through it onto a small balcony that unlocks when B is capped
-Changed the cart tunnel between C and D to be rectangular + support beams
-Added a dropdown into the later part of the aforementioned tunnel from the window room above
-Added a third floor to the...