Attack/Defend Promann

Attack/Defend Promann cp_promann_a5b

--Control point 1
-Fixed FD door
-Fixed Above ground door to fully open correctley
--BLU SPAWN
-Fixed Small Blu doors
--BLU SPAWN
-Added a covered exit below Top exit.
-Fixed Respawn room triggers.
--BLU Courtyard
-Layout changed to accommodate the covered exit.
--Control point 1
-Flank door is now Omnidirectional and changes to current owner of the Control point.
-New walkway above ground to avoid a sniper sight line.
-Health & ammo moved to New walkway.
--Control point 2
-Fixed visible nodraw
-changed layout of Top
--Map
-Added env_cubemaps for reflections
-Fixed visible nodraw.

Thanks to Tiftid For recommending some changes to the map.

If spawn camping is still a issue I'll redesign BLU spawn I wont at the moment due to the last few playtests having unbalanced teams.
Hey guys Arch Fortress here with a update to cp_promann I've listened to your guy's feedback of the Alpha III play-test so here is the change log!
--BLU Spawn
-One directional glass in BLU spawn so RED can't see inside reducing spawn camping.
-Added another Exit/Entrance to BLU spawn
-BLU spawn inside reworked
-Added another resupply cabinet to BLU spawn
-Outside court yard widened
-Added 2 shipping containers to block sight lines in BLU courtyard giving BLU cover
--Main Flank
-Flank widened for more cover (Flank should work better)
--Misc
-Small health pack changed to Medium health pack.
-And much more (maybe I've been working on this since 2pm)

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sudo rm hdr
In human language Removed HDR with FORCE.