Artillery

Artillery b4b

medium redesign to last, making the routes to push in for BLU team less disadvantaged.
Namely:
the main courtyard in front of the gun is no longer lowground and is level with the gun, some small cover for both blu and red team has been placed here
The right side route now functions as a powerful highground for blu if they manage to push deep into red territory, so red must rotate to cover this route or else be swarmed from above
Pickups for RED on B are reduced

Red respawn timer on A point increased by 1 second to stop the infinite RED people problem.
more detailing around A point
small changes to gameplay, mostly increasing visibility / sightlines into oppressive engineer holds on A and B sites.
More detailing around A point.
Small geometry changes around A point.
Reduced oppressiveness of blu highground on B site + improved highground options of red team on the site
Red team B respawn wave timer 10s -> 8s
Blu team B respawn wave timer 5s -> 4s
The money in blu spawn is now blastable.
cleaned up areas of the map, simplifying geometry and improving clipping
small balance changes, notably making B point easier to attack.
-HUGE clipping pass, map should be silky smooth slippery mode now

-Changes to pickup placement around A point to aid Blu team less.
-Some changes to geometry next to A point to be more approachable for Red team
-Little optimisation around A site / Blu spawn area

-Some changes to geometry in the A->B connector
-Slightly moved health and ammo locations around B site to make blu have to run further for pickups
-Removed right side ramp to the building near Red's spawn exit on B
-added a new ramp to allow RED team to walk on the gun from the back end, have fun with some over the barrel massive gun fights.
-restructured B site slightly to give Blu team a more reasonable place to group up, as well as opening up the air a bit to give the gun some room to breathe
-gave the gun shadows
-added a 2nd gun
-changes to A point geometry for optimization purposes
-significant changes to A point, reducing the number of highground options for red team
-overpass flank on to A point widened significantly
-distance from blu spawn to A point increased to hopefully counteract red teams kamikaze holds in front of blu spawn
-small fixes all around
-reduced clutter around A site
-some visual fixes
-some visual errors added (seams baby)
-improved cover for Red team on B site
-raised many ceilings around the map
-increased distance between A and B points