-YEET'd a segment of the mid balcony to make it more difficult for one team to push into their enemy's upper room, and to serve as an alternate solution to one-way-ifying the relevant doorway without using a one-way shutter
-Removed aforementioned one-way shutter and added a bit of cover inside the upper room to compensate
-Added cover wall to part of aforementioned split balcony to prevent classes using the nearby I-beam to bypass the gap
-Made observation windows two-way instead of one-way to promote players inside to actually leave and go to the point (might get undone in the immediate next version)
-Reduced cap time from 9 seconds to 7 seconds
-Adjusted walls near rollout valley and removed the window from the nearby transition building to compensate (no one used that window anyways)
-Detailing adjustments, including roof textures (why? idk)