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.