Figured I wasn't ripping off cp_gorge hard enough so I replaced blue spawn with cp_gorge
New pickups errywhar
Moved C forward
Created a new route from D to B, allowing Red to setup defense easier
Brought the tower back
Shifted A back to the top of Blue forward spawn
Ripped off badwater 2nd
Brightened up the flank under "The House of Many Grains"
Unclipped the Boathouse roof
Gave blue a forward spawn after capping B or C
Simplified A (taking inspiration from cp_egypt 1-1 & 2-1)
Still not at all happy with how difficult B is to defend and how hard to find the points are in general
The spaces between points are really messy and I want to fix that, just don't quite know how yet
Attackers definitely don't flow equally from A into B & C, but then C is easier to take if you have B (in which case the flow is really backwards right now)
Also I think D is a little too...
Added a boxjump out of D through the alley window (for red spies to push out)
Changed B & C since one is generally capped first (so red should defend b first)
Sprinkled lots more pickups around
Reduced time rewards given by B & C
Changed B (formerly C) to give defenders a greater advantage
Made the B-to-C connector behind A more appetizing (hopefully attacking players will no consider it more)
Adjusted spawntimes slightly
Tried to make B's (formerly C's) flank more viable, as the best...