Drunkard

Medieval Drunkard a7

Reverted RED's dropdown back indoors
Dropdown has a back exit into the base to avoid a dead end
Centralized the flank route to improve main choke
Tweaked water healthkit to become accessible (in stinky sewer water)
Added detailing to begin artpass
Added another route into RED's base
Added a route over the water on the wheel
Replaced the RED dropdown with a balcony to avoid confusion
Tweaked some collision
Fixed some logic. Again (I swear I'm listening Burgeurs)
Fixed intel flags not animating
Fixed overtime logic bug
Vscript incorrectly packed
Made RED's base exit a dropdown
Overhauled the 'intel' room
Added an extra route in RED's base
Made the main room in RED's base a little more spacious
Added an extra ramp out of the river
Added a health pack under the bridge
Mostly smaller geometry changes to help visibility, along with some fixed clipping.
But, there's nowhere to go but up! Supposedly...

With the same concepts in mind, the map has been redone from the ground up for what should be an all around more cohesive experience!
Other than that just some minor tweaks to timings and things... y'know little things.
I forgot to bring down respawn timers from default, so now those should be much faster.
Also added some huntsman light areas.
Added VScript from @Sprinkles The Opossum as well as a new cellar at the basement route.