Blackmoose

Blackmoose a9

-Reworked areas near the akira lift
-Completely reworked the area between C and last
-Finished custom cart model
-Added some blockers to the upstairs area of A to block a nasty sentry spot.
-Added an extra dropdown route to the A area
-Tweaked spawn times for A
-Added falldamage negation to the akira lift
-Added an experimental openable fire door at C
-Made edges of the toxic vats slippery
-Added a sniper spot for blu at the C area
-Removed hurt trigger from rails in starter area
-Fixed missing tex doors
-Tweaked starter area layout
-Detailed a chunk of the map. Mostly initial areas, still WIP.
-Fixed a bunch of minor things.
-Teleporter now turns off when the akira lift reaches the bottom
-Door between REDs second spawn remains open until the akira lift reaches the bottom.
-Adjusted pipe placements around the dropdown next to the elevator
-Removed small lift from A
-Added a set of stairs at A to the top level instead
-Fixed train kill trigger
-Added a vent from the lab above B entrance to far side of the three beam room
-Extended the akira lift
-Added jumppads and a teleporter to help vertical traversal along the exteneded elevator
-Added lower area at final
-Opened up the tram platform access
-Added a one-way route from the tram platform to the upstairs area of A
-Which forced me to remove the old dropdown vent at A
-Added side route at final
-Probably some other stuff i missed
-Slightly reworked connectors between A and B to curb RED sniper dominance in the area.
-Green goo vats now apply jarate instead of dealing damage.
-Fixed some respawnroom issues on last
-Hopefully fixed loud door
-Fixed spawn times
-Reworked B
-Reworked C
-Reworked last
Finally back after a long mapping hiatus.

Ripped up and completely redid the initial area, and a portion of the interior housing the A point.

More changes likely to follow next test.