-changed blue spawn in order to enforce a more predictable flow and allow red a further forward hold at the start of the round, as well as eliminating an awkward perspective from red's high ground towards blue spawn
-changed cliff flank health from small to medium, moved health/ammo further in from cliff
A LOBBY CHANGES:
-opened the big door going right onto the point (instead of small dinky door next to it).
-reverted dropdown back to stairwell.
-tightened lower platform in by 64 units.
-reverted to original under-helipad exit.
-changed cliff flank entrance to basement for better flow.
-moved health/ammo up to shutters.
-moved stairs in B lobby to the center to make them more obvious and more easily accessible. flow of the lobby should make a bit more sense
-moved upper B lobby pickups to other side of area where they were before
-moved pickups in B flank to other end of hallway
-moved B balcony pickups to pyramid room, changed health from small to medium
-removed all jump routes to B balcony. only accessible if you're a jumping class
-added stairs from the pyramid room/B connector that allow players up to the B balcony/pyramid room high ground
-double-checked the make sure that the bushes at B still have nobuild (they do!)
-increased red respawn time for first half of round to 8 (16) seconds