-change red spawn logic A-C
-red now spawn in one location with 3 doors that close when route is captured
-reworked A routes into point
-gave blu risky but worth while woute into A
-removed stairs from red on A
-removed route on A benefitting red majorly
-added doors that close so red cannot over power blu when points are captured
-gave blu high ground on last
-gave red more defendable area on last
-gave blu another route into last that risky but can help attack
-gave blu new forward once C is captured
-moved red last spawn door to prevent sightlines
TL;DR red forward has moved to a central location with 3 doors that each go to a point and lock once that point is captured similar to how swiftwarer works.
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