Generally starting to like the layout, but thats just my opinion

-Changed the immediate transition area from A to the path to B. Hoping this will let BLU have a better highground and a better time pushing to the cart ramp
-Removed a spawn door from BLUs second spawn, and pushed it back from the A checkpoint.
(There is a new elevated spawn door that gets revealed after capping A, but theres some invisble wall that is apparently parented to the door model. Im still unsure of how to fix it, just note that players might momentarily feel like they are running into a barrier when trying to enter BLUs second spawn from that elevated entrance.)

-Added a one-way door on the rightside flank leading up to B, to protect BLU players from constant spam and overextending REDs.
-added a new staircase to the right side curving walkway leading to B
-Added a dock near the water and the crane, to let BLU get to the main flank route without having to risk being sniped all the way from the top of the cart ramp
-Red now has a new first/second spawn! its lower down in the ground, to hopefully make RED have to travel a little farther before they can engage in combat. I knew placing REDs first/second spawn right behind B would be a challenge to balance the difficulty, but this should hopefully make BLU have a better chance to secure B.

Last has (finally) gotten some reworks done too
-Added a ramp near the final stretch of the cart rail, near the train. Hoping this encourages BLU to use the flank route more liberally.
-Changed the back platform to only be accessible to BLU, by removing the access ramp that used to be on REDs side. RED snipers now only have the container or the ground level platform to stand on if they want to snipe. This also means a sneaky BLU player can hop onto the suspended container to take out anyone standing there from behind. Generally, i decided I wanted to go the way of replicating Upwards last room, as I feel its still too difficult to get into last on traintower.
Not many changes this time around, but here we go:
-Changed the left side flank route near BLUs first spawn to limit RED's access up there
-Opened up the main choke that the cart goes through before A.
-Added a new flank route near last that only BLU will be able to use.
-Added some geometry to limit places where engineer can set up in REDs last room.
MORE CHANGES WOO
-Biggest Change: The paths to A have been overhauled. Lots of new untested paths and sightlines.
-B has a new one-way flank door to help Blu get through the choke point.
-Some minor cosmetic changes.
Biggest changes: Reds first spawn is now placed behind B. It stays there until B is captured.
The area leading up to B and C have both been drastically changed.
Red team respawns a little faster to compensate for the distance they have to travel to A and B.
Damn, already on the tenth version of this little project, neat.

Not many changes for this version, mainly tweaked some geometry and clipping.
Traintower A9 Changenotes

MAJOR CHANGES:

-Added a new flank route in the area leading up to last point.
-Fixed some clipping and some displacements and brushes.

Hoping that playtesting will make players happy with the layout, so that I can finally push this map into Beta.
Traintower A8 Changelog

MAIN CHANGES:
-Added clip brushes to reduce janky traversal across different platforms around the map.
-Removed building around A point. BLU now has a height advantage when shooting from the elevated track.
-Widened area leading up to A, intended to make it easier for BLU to push. Also added some ammo and health packs for BLU to use.
-Changed REDs main building in front of B, removing the door to widen the play space.
-Added floor textures to give more color variety. Walls will still mostly be dev textures for now.
-Adjusted RED's respawn wave times across different spawn rooms, especially for their final spawn. Should hopefully mean RED will not be steamrolled once the cart is pushed past A.
-Added a train whistle sound for when C is captured.
Traintower A7 Changelog

MAJOR CHANGES
-Added a flank route in the building leading up to A
-Changed the ramp exiting out of the building leading to A, letting BLU get onto the elevated train track
-Added more ramps to get back onto the highground in the path to A

LEADING TO B
-Changed the garage door on the cart path to only open once the cart is on the ramp, to discourage BLU players to run too far forward
-Changed the office building leading up to B. Will need further tweaking according to feedback

LEADING TO C
-Added an additional flank route around the elevated roofed platform, next to the big fuckoff door
-Removed a pipe that allowed RED to climb onto a very powerful highground under the lasergun tower
Traintower A6 Changelog

MAJOR CHANGES

-BOTH problematic playspaces (Area in between BLU first spawn and A, and the area leading up to the final point) have been majorly changed. Will most likely need further modification, so nothing is permanent for now.

-Added various props and overlay textures from the Construction Content Pack available on tf2maps.net. All props and textures belong to their respective creators as listed in this Google Doc: https://drive.google.com/file/d/1lrHHoZul3gbJRpPD7EJg9uiBjC5VbiQf/view

AREA LEADING UP TO B

-Removed bridge brush that hung overhead the cart path.
-Added a new building on the same level as BLU's third spawn, to give BLU players an easier time coming out of spawn. Will likely not stay for long.

AREA AFTER B
-Moved the location of B checkpoint closer to REDs building.
-Gave RED some better sightlines out of the building next to B.
-Moved up REDs second spawn.
-Added some arrow signs to lead BLU players through the RED building once B is captured.

GAME LOGIC CHANGES

-Made BLUs respawn timer much shorter once C is captured, to compensate for the longer walk to last. If this doesn't help BLU failing to regain territory, will most likely have to move C up and move BLUs final spawnroom up as well.

-Generally changed some respawn timers for both teams.
Traintower A5 Changelog

GENERAL CHANGES
-Made setup time longer so RED has more time to properly set up.
-Added various signboards around the map to point the right way for both teams. These signs will disappear after certain objectives being captured.
-Made BLUs first spawn doors stay open when setup is finished. Will have to check for problematic sightlines resulting from this.

BLU STARTING AREA
-Caves playable area has been reduced. Not many people went in there anyways, so hopefully it wont be as confusing to navigate through the starting area.

BLU SPAWN
-Added various set dressing around and behind the BLU spawn building.
-Added a second resupply locker near the cave door and the doors looking at the bomb cart.

-FOLLOWUP AREA NEAR BLU SPAWN
-Yet again changed the ramp next to the RED boxcar leading up to the first major building. Hoping this encourages BLU players to use the flank down to the cart track, as well as the medium health kit.
-Added a open window looking into the big transitionary building. This was where a very powerful sentry nest was popular to build in, Im hoping this window helps clearing out turtling RED engies.

AREA AROUND A POINT
-Moved some walls around so there's a oceanfront set dressing. Gives the area a bit more light and hopefully makes it feel less cramped.
-Changed the way BLU accesses the elevated track in this area. The flank route to the elevated track doesn't open up until BLU really pushes the cart out of the transitionary building and hits the right turn towards A. After which a door lets BLU players go to the flank room, with the arrow board moving out of the way for them.
-Added two new platforms for RED to overlook the A point. One is a decent sniper platform, but not too oppressive (or at least I'm hoping). The other is a good place for engie to set up in, or for RED players to try and get on top of a strong BLU push.

AREA AROUND B POINT
-Changed the type of stairs leading up to the office building.
-The bridge leading up to the B point has more cover for BLU now, and is wider. There is now also ammo next to the health kit near the window.
-Changed the window tint to be darker (Its seriously embarrassing to see how many people tried shooting at players on the other side of the glass....)
-Changed the ramps in the flank route going under the cart and into the RED tower.

AREA IMMEDIATLY AFTER B POINT
-Changed the layout of the building next to B. Now instead of a straight line to RED's second spawn, it has a door only RED can open inside. This means that once B is captured, BLU players are funneled into the new flank route past the missile train car.
-The unfinished building is changed, now the ramp leading into it is on the dumptruck, and generally makes that route less scattered from the main cart path.
-The underground route has been adjusted to only let BLU players emerge right next to the roofed balcony next to the BIG door. Will have to be adjusted further depending on feedback.
-Access to the roof of the building overlooking B has been removed. Now the only walkable part of that roof is farther down the line.

THE BIG FUCKOFF DOOR (AND AROUND IT)
-The smaller door inside the big door now opens again after the big door moves to a certain point. This lets players into the walled off flank route, whereas before it was a bit too open.
-Added a net wall right behind the big door that is looking at the lower flank route. Hoping this helps define this flank route more for both teams.
-On a part of the cart track, there is a switchbox where the big fuckoff door is activated, as well as an orange line leading to the big fuckoff door. This hopefully will translate why the big door was opened.

AREA AROUND C POINT
-Removed the cave displacement near the point. I needed to change some parts around it + it kind of looks bad anyways.
-Added a walkway for RED players to get onto the high ground overlooking C better.
-Made the door coming out of REDs third spawnroom area a drop down, to discourage BLU players from going up into a dead end.
-Added a door at the end of the lower flank route (right side for BLU, left side for RED) that only opens when C is captured, to prevent obscene flanking.

AREA AFTER C
-Added a ramp to get onto the big red pipes.
-Doubled the width of the big red pipes.
-Closed off the small window that overlooked the bomb cart path before the double ramp. Horrible sniper sightline there, from both ends.
-Added a fence and warning signs to the deathpit next to the big red pipes, because the TF2 player sees a dark abyss and thinks "Hm, this looks like an awesome place to jump or strafe into!"

THE FINAL POINT
-Made the doorway into the big room smaller.
-Widened the whole interior basically, and removed some pillars.
-Changed the underneath flank. BLU must get into the locker room to get underneath, and the platform underneath the final point has been greatly downsized.
-Minor cosmetic changes.