Dipole

Dipole A2

*Added signage around the map to make navigation easier
*Fixed red spawning at last for A
*Made columns near B less snowbase-y
*Fixed some clipping
*Fixed broken move direction on balcony door after C (my doors are no longer closed to the public)
*Made it so that red can't flow behind blu on A through the A overlook window, now blu has a one-way jump. Hopefully this doesnt cripple red from defending pre-A bc of an engie going behind them, maybe I'll remove the entire post-A room and change up the routing in the area to cut down on track + useless space that can just be used to bypass.

Flow is probably still jank, I'm likely going to make some changes to A and D to remedy this. Routes could probably do with some consolidation and theres a bunch of fat that I think needs trimming. The map's pushtime is currently similar to pl_spectre, however without a strong central landmark as that map has, I think it just hurts the navigation and round length with aesthetics being the only thing that benefits.
*Packed helipad overlay at D
*Moved a barrel
*Clipped a hole

Ty lucky for pointing these out