CapMetalPlate

CapMetalPlate A5A

-Changed medium ammo pack in center of setup area to full
-Changed cover in center of setup area from a crate wall to a wood wall with barrels
-Made BLU forward spawn respawnroomvisualizers not be visible before A is capped
-Changed a stack of 3 barrels at last to a stack of 3 barrel clusters with a small crate
-Extended last´s left highground and gave it a sniper fence
-Changed medium ammo pack on last to full
-Added a small ammo pack to building above the full ammo pack
-Added a 32 HU deep abyss next to the barrel clusters on last
This version was released early because of the bot being empty while an imp was ongoing and I wouldn´t be confident in releasing it otherwise.

-Added useless displacements to setup area
-Expanded/interistingified last
-Remade/intestingified area between first and last
-Put railings everywhere
-Changed Left Side of setup area to allow for less unseen by red flanking
-Changed small ammo pack in right/center of setup area to a medium one
-Added a rock resembling structure in setup area to make the area a bit less open
-Removed central building in the setup area, there is now cover in roughly the same locations as the old building´s walls
-Added a small ammo pack near the central line of crates in the setup area
-Added a 32 HU "pedestal" to the pickups under A to make them more noticeable from the point
-Remade BLU forward spawn
-Added a medium ammo pack behind A
-Replaced fence cover in the courtyard before Last with brushwork with chickenwire
-Added a medium ammo and health pack into the upper route to Last
-Added a medium ammo pack to the highground in Last
-Filled area in front of RED spawn with a solid wall to make the area less open
-Increased Initial BLU´s respawn wave time from 2 to 3 seconds
-Increased first´s cap time from 15 to 16 seconds
-Increased last´s cap time from 6 to 7 seconds
-Moved A´s capture area 128 HU towards BLU´s initial spawn
-Added a ramp in the large courtyard before last instead of the previous 64 HU jump
-Added a lower minor route before A
-Added and improved some gameplay signage
-Added random salt signs (boredom)
-Fixed func_respawnroom not entirely filling BLU´s 1st spawn
-Fixed func_respawnroomvisualizer not rendering on the leftmost entrance
-Widened right passage of BLU´s 1st respawn room
-Added a route between central building in setup area and the lower flank to hopefully reduce BLU flanking/raise awareness of the existance of that lower area
-Added a 128 HU thick block to first´s entrance close to BLU´s forward spawn to allow RED engineers to place sentries a bit deeper into the CP area
-Enlarged resupply signs of spawns
-Removed the problematic flank that was abused by RED, a new entrance now leads up to BLU´s main route
-Remade/interistingified area in front of first
-Added 1 HU thick barries to BLU´s forward spawn´s doors, so that RED can´t see the no entry symbol
-Replaced small ramp near the flank with a large double ramp room
-Replaced rock cover in area between first and last with fence cover to prevent snipers from sniping on top of the rock and seeing where they shouldn´t
-Pushed last 256 HU back, creating some area around the main entrance
-Remade upper route to last
-Remade/interistingified lower route to last
-Added a small health pack near last´s lower entrance
-Replaced crates around last with a fence and a wall
-Adjusted area in front of RED spawn to stop players from covering the point directly from spawn