Yokohama

Yokohama b4a

A:
-no changes

B:
-removed awning route to make building area a better hold for blue and to force red down more predictable paths

C:
-added stair to make rotation between main and upper flank much quicker
-added route to bottom flank into loading ramp area to make it more useful for blue

D:
-removed bottom half of spiral stair to make sentry nest less accessible to blue, changed to pool exit route
-adjusted red spawn position to encourage use of high ground over low ground
-added minor height variation to the cart path to make gameplay more interesting
-removed water route
A:
-made walkable roof two-way again to made headbugging over the top less annoying for red to deal with

B:
-adjusted blue spawn orientation to encourage use of teleporters / shortcut
-raised red respawn wave time from 7 to 8

C:
-no changes

D:
-full restructure of point room to be more defendable and more interesting to fight around
-raised capture time from 3:00 to 4:00
A:
-adjusted position of gates that open when A is capped
-changed a wall to fencing to make the area feel more open
-cart is slower on rollback zone (.75 speed)

B:
-no changes

C:
-adjusted blue high ground route to not so directly counter a red holding position
-adjusted rooms on red side to make engineer setups stronger, more intuitive, and comfortable
-opened up far ramp flank
-health and ammo adjustments
-cart is slower on rollback zone (.5 speed)

D:
-lowered capture time from 4:00 to 3:00
-cart is slower on rollback zone (.5 speed)
A:
-added bump to middle bridge to break up sightlines
-adjusted roofs to change who can walk where
-added additional underground route to come up behind sniper's favorite spot

B:
-adjusted blue entry to area to give them a better forward foothold and hopefully focus gameplay more on the tunnel