Changelog:
-removed the alarm that plays when a player uses the dropdown - I only added it in the first place because I was terrified that players would miss the dropdown, but it seems like they don't, or if they do, the alarm doesn't help.
-increased the time the point locks for when a team captures from 10 seconds to 30, because teams were far too easily able to consecutively capture multiple flags, which shortened the round time drastically. This also led to a feeling that the team which first capped the point was certain to win, though that'll need larger layout changes to solve completely.
-increased the point's cap time from 3 seconds to 4 seconds
-standardised the return time of all three flags at 16 seconds - previously, the teamed flags returned in 10 and the neutral flag returned in 16. I never saw a flag actually return, though, so the return time just means "double the time it takes the flag to become neutral", which is actually relevant, because longer is better for this map, because it creates time between winning fights and capping.
-experimentally tore down the walls around the garage at mid - hitscan classes were sorely underrepresented in A1, because the map was thin - I feel that this change creates some much-needed open space in the area of the point which was meant to be open to begin with, and helps players feel more involved with the garage.
-added a third route which splits off from the long-range route to mid - this essentially acts as a "sniper balcony" that helps attacking players spam at a decent range onto the point and have an actual quick retreat to a covered area.
-reduced the starting round timer from 5 minutes to 4 minutes, and reduced the time added on each capture from 75 seconds to 60 seconds.
-when I mirrored the map, I forgot to mirror the signs. This should now be fixed.
-experimentally moved the medium health near each team's spawn much further forward, since the original reason to keep it so far back was because I feared that teams would use it to spawncamp, but they aren't, so maybe it'll be fine.
-very slightly adjusted the lighting under the one-way drop in the garage to be more red and less pink
Known Issues:
-fast classes are still too good
-long-range classes probably won't come into fashion just because of the new sniper balcony - this is something I want to fix in A2, but it'll require a large layout rework, so I might have to save it for even later than A2.
-the team which wins the fight at the neutral flag spawn loses the point and thus loses the neutral flag, nullifying their effort - I have thought of some possible fixes, but have yet to think of one that feels fun, so I'll have to save that for later.