General assessment:
-changes to A have given it some actual defending capacity for the first time in 9 versions
-B plays fine, but people (still) don't notice the underground route as much; the main entrance for blue is somewhat hidden
-the C choke didn't turn into a meatgrinder either time, whereas in previous tests it would always stall the cart for at least a few minutes
-however, C continued its pattern of never being defended
-D could also do with a stronger red hold; as it stands, B is the only point where any real defence by red has been made - it's okay if A isn't easily defendable, but C needs to be stronger than B and D more than C
-in this test and the previous test, the spawn room that acts as red's first spawn and blu's last spawn is too easily campable
-all that said, the general geometry seems to be holding up pretty well, which is a far cry from how the map initially played, so I'm making good progress
Layout:
-opened up the B lower route a little to make the entrance to B more noticeable
-removed the camped spawn, made new separate spawns for red's first spawn and blu's third spawn; both have two exits, and blu's main spawn exit is on high ground - this should make camping harder
-moved C even further round the corner
-extended the ledge next to the final point at D
Balance:
-respawn wave times have been unchanged in every version so far, 3s for blu and 9s for red; I've now given red 7s for A, 9s for B, and 8s for C and D
-reduced the time given to blu after capping B from 4 minutes to 3 minutes - blu would almost always have ample time into D because they'd cap C so quickly, so this should reduce that somewhat
Other:
-added clipping to stop people getting on top of some unclipped roofs
-added missing patches under the pickups in B connector
-fixed respawn visualiser appearing for red in the C shortcut
-updated all the spec cam positions, they've never moved even though the geo has massively changed!
-smol pickup changes throughout
-removed a couple fences from the D highground so that red can walk off without taking fall damage
--I'm honestly surprised no-one ever feedback'd that, it's been like that in every version and people just put up with it? are you all masochists??