The important shit:
New lobby for BLU
Previously, this room was just open ground, allowing BLU snipers to sit all the way in the back of the map and snipe to B uncontested. Adding this room forces a sniper hoping to get sight of B to push at least to the doorway, giving RED a chance to avoid or engage them. This lobby should also provide RED players with some interesting holds.
New main entrance for RED towards A
This split doorway configuration, along with the redesign of the lobby to the right (see image below), aims to provide some more interesting options for RED to approach A.
New lobby for RED near A
Previously, this lobby used to be a single hallway. This lobby should prove more interesting, along with giving RED a new area to hold.
Modifications to area surrounding A
Previously, this area used to be a single open flowing space, which was too open and empty for interesting gameplay. This new geometry hopefully fixes that issue.
Thanks to @d3adfin for the suggestions made in their review of my map!
The miscellaneous shit:
-The train tracks at BLU's spawn have been made thinner to prevent players getting stuck between trains
-Redesigned the right-hand route to A for BLU to make it less difficult to traverse for attackers
-Slight gameplay tweaks to A's point
-Modified BLU's forward spawn to clarify when it is and isn't active
-The capture zone of B has been lowered by 32 hu
-The capture time of B has been increased from 16 seconds to 18 seconds
-The red water tank in the lower route to B has been clipped off
-Improved clipping overall
-The environment lighting has been brightened slightly and interior lighting has been generally improved
-New health & ammo packs and changes to existing packs
-BLU's spawn interior has received upgrades
-Removed the observer
-Updated the localization files