Apollo

Apollo A2

Changelog:
-Ditched the defuse idea entirely (sorry Fluffycart! :( ), replaced with g-pit style a/d ctf (but with no C); BLU must cap both points in any order to win, and need the bomb with them in order to cap; upon the first capture, BLU has to get a new bomb from whichever point they captured. RED only needs to prevent BLU from making both captures until the time runs out.
-Rocket room is now completely closed off until at least one point is capped
-Sealed RED's observation room into rocket room entirely (you can still see through it, just not use it as a dropdown)
-Clipped off deathpit from rocket room because it added nothing to the area, adjusted health nearby to compensate
-Removed weird balcony opposite observation room in rocket room to simplify geometry
-Opened up trainline from BLU spawn yard to beginning of round route to B
-Removed shutter element from door below round corridor at B and made the garage door at A a static element
-Added sightline-blocking walls to the lower window room (at rocket room) and the upstairs room near B
-Widened the ramp up to the aforementioned upstairs room at B to block a sightline along the round route
-Fixed some annoying geometry and other minor bugs
-Rotated map lighting nearly 180 degrees to light the outdoor areas better
-Removed Herobrine

Todo:
-Properly fix the control point sounds because right now they're fucked, but at least some of them work, and I'm tired af, so that'll be for A3.