cp_blackstart

cp_blackstart a2b

Removed odd window shutter on last
Fixed odd lighting artifacts on red last near point
Centered mid control point and overhang

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An entirely new map built from the scraps of the initial cp_blackstart using knowledge acquired from cp_sultry

Notes: I still think the map is a tad bit overscaled, ill downscale with playtesting.

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This is a quick adjustment, fixing doors and making straightforward improvements. A general overhaul will take me a while due to life.

Fixed mirrored shutter doors opening their opposites
Adjusted flank from 2nd to mid
Removed painting room on last
Shifted health kits around for demo rollout

a2 will reconsider:
the lower route into last
lower doors into 2nd
2nd to mid flank routing as well as shutter door
"No mans land" on 2nd being dogcrap level design
right door into last (left defenders) being too powerful (100% win with uber add I'm told, theoretically)
how 2nd is held (Likely removing some high ground from 2nd)
capture times of 2nd and mid
any further playtesting problems.

Hope to see you there in likely a few weeks or days!