Drunkard

Medieval Drunkard b5

Now that the contest is over, I can keep working on this thing!

Big changes include:
-RED spawn has been moved to the other side of the main room. This is both for a better vantage of the room, and to remove the 180 turn RED did to get outside.
-The bridge has been reworked to more favor BLU.
-The dead end dropdown has returned, as the route in there has been moved outside to the left side of the base. This should make it less annoying to move through cutting out the 180.
-Some extra geometry has been added to the capture area to help RED bodyblock attackers.
-More detailing improvements. (plus a little temporary holiday cheer!)
-Some small optimization improvements.
Oops I uploaded parkent_b4 not drunkard. guess i really must be drunk...
anyway i also fixed some out of place clipping near blu spawn
Some more logic, lots of optimization as well as some more models/ model fixes. this is as good as it's getting for the contest.
Things were not quite as good as they seemed. fundamental problems with gameplay mean a change to the gamemode! same general concept, but reversed basically.

other than that, you know the drill. clipping and detailing.
Though, of note, I got my first model in!

Will update photos when I have the time.
More minor details and clipping.
Not many gameplay changes this time round. Mostly clipping and such.
Artpassing has officially begun! As the version number rises you should see some custom assets find their way in over time, such as for this version; a custom skybox! I will likely upload it onto it's own download later.
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