ctf_flagrun

ctf_flagrun b3

- touched up the flag rooms to have a bit more of a personality, the most drastic additions being windows that can see into adjacent storehouses of some kind
- replaced some textures. so many yet so few good ones i just cant decide...
- gave red's flag house some roofs and extra brush detail. blu got the raw end of the stick here, i admit i was a little impatient
- added the team specific doors leading into the flag rooms, from the original
- i think i may have also lit up some areas that werent before idk theres a lot to keep track and im terrible at thinking
- closed off some sniper perch thing? on the second level leading into the bigger area with crates on both bases. you can still take that route to flank, but i figured it was more or less redundant
- BUGFIX: replaced the main flag detection triggers with... flagdetectionzones... so captures arent blocked by fellow teammates. (i was using trigger_multiples before)

no new bugs were found as far as im concerned
- Redid logic from the ground up so that it more reliably tracks who has what flag
- Added func_capturezones so that bots can understand the gamemode to some janky extent. No other nav entities like sniper spots or any engie support though. Does not ship with a nav mesh either cus I'm not screwin with that, use nav_generate if you really wanna play with bots
- Temporarily removed the tie breaker mechanic for the time being, so as to not give myself a headache. Matches where the flags are shared evenly amongst the teams will now 100% end in a stalemate
- Fixed flags so that they always have the 30 second timer they were supposed to have. Don't ask why that was a problem in the first place
- Added custom beginning of round text, "Obtain all four flags to win the game!"
- File size is now 6,666 KB :p

CURRENT BUGS:
- Empty return timers appear in spots that flags used to be, such as the tower or in the flagrooms. Just ignore it I'll find a way to patch it out sometime
- Bots can get stuck on the crates and somehow damage themselves. They do this a lot. I don't understand
- If more than 1 person stands in the capture area, the person with the flag won't be able to cap
I did not realize these stupid maps werent shipping with the custom content, I do believe I have fixed it now... I have much to learn. -_-

........ Oh yeah and I added some health and ammo packs here and there...

SORRY
The more I worked on it, the less satisfied I was with how the layout turned out, so I decided to completely remake the map from the ground up, and really put some actual effort into it. That being said, it is still pretty jank and far from complete. But I am so much more happy with the layout and will very likely move forward with it.
I even went through the hell that is decompiling the original and porting it to source just so I can get the measurements correct. For the record, this is not the map I decompiled, I simply used it for measuring.
And one last thing: I made sure to stomp out every single dev texture. No more placeholder textures from here on out!

All of that said, effective now all previous versions of this map is now alpha. This is beta 1 now. It has always been like this, what are you talking about.
-Finally swapped RED and BLU bases.
-Changed the flag models to be actual flags, special thanks to TitanT who made the models, link to the page here: https://tf2maps.net/downloads/team-fortress-classic-styled-flags.7206/
-Added an 8 minute timer; when it runs out, the team with the most flags wins.
-Wait, what? Both teams have an equal number of flags? Well I covered that too! When that happens, a 5th flag appears at mid; grab it and simply cap it at your base to win the stalemate!
-Made spawn rooms more secure. By the way, sorry for that.