Cannery

Cannery b11c

> Added Nobuild to water
> Fixed a few gaps and clipping issues
> Map is now repacked
> LDR and HDR Compile :D
I fixed a few n a s t y sightlines and textured the whole of mid.
Hopefully I packed it properly, haha.
I honestly didn't know what to do about the high ground over point. I debated removing it to please pub players who don't want a 6s ruled map. After having a long discussion with a few 6s players I know and the wonderful people of tf2center, we came to the conclusion that if I want a map to be viable for 6s, I need to make it a 6s map and "not pander to pub players". I'm sorry, but I don't think that Cannery is going to be a good pub map. I'm solely focusing on 6s gameplay from here on out.
i guess i reversed like 60% of the previous changes I made to it. Job done.
I managed to get a 6v6 lobby of the map running and it when splendidly! Thanks Nutter, if you're out there. Your advice was amazing.

- Made sniper shutter a 1 way door
- Sniper perch is a tiny bit wider
- Small windows are now glass rather than holes as a response to the sightline from bridge
- Buffed Soldier Rollout to be less strict and give more height
- Bridge and some other high ground is now slightly more accessible to normal classes.
- The pre-point is now partially covered by an extension of the framework at mid, and it has a health / ammo pack. This is designed to give medics a safer form of passive hold rather than being stuck in Lobby.
- Underneath bridge is now largely covered by a wall with a medium ammo pack. Think of this as house in viaduct - It's not a great place to be, but it's certainly better than being in the open.
- The new addition of safe cover and passive holds means that demomen can hold chokepoints better and medics can stay alive longer. Soldiers and Scouts no longer have full reign.
- The mentioned roof over pre-point is at a nice angle to surf on, giving soldiers and demomen yet another creative way of crossing the point.
- Scouts are still stupidly strong, but now thanks to the new choke, they can't just run around willy nilly picking up frags.
- Fixed Clipping Issues
Did a few things:
> Completely reworked the sniper balcony to have a shutter and to be about a third of the width. It now is a lot less powerful.
> All respawn times once the point has been capped have been increased by 2 seconds. The map is too small for the respawn times to be so quick.
> Added some observer points. Although they don't seem to be working. I might have forgotten them in this compile. Whoops.
> Various clipping issues fixed.
> Retextured a jumpable roof from orange to team coloured. This is to make it clearer that you cannot jump onto oranged roofs.