-Undone the changes to make the map 3CP and is now 2CP
-Redid the final point, here is the old one (circa A8)
Here is the new one

Barriers that once existed are now raised up to make it feel less like one big ass room. In addition, one big pillar has been added to the slope adjacent to RED's final spawn, to give the defending team more cover (also hopefully a good place for an engineer to place a dispenser). More cover has been added to the diving board area to make it easier for the attacking team to actual get into the final point's room. Some blocks have been added to allow classes to get out of the final point's pool area through crouch jumping. Scouts can obviously use double jumping instead. This gives defending players different ways of alternating between holding from the bottom area and holding from the top that isn't turning your back away from the point.
-Refined certain areas of the first capture point, this includes widening up some areas while preventing pathetic sightlines.
-I wanted to revert the name back to uturn but I recently learned that there's a map also named that so I'm keeping it as undone.