Glooms Peak

Glooms Peak A2

-Fog is hindering visibility and team recognition! I've reduced the fog a little bit, but I would still like to keep it present on the map to some extent, since in my eyes, the whole point of the fog is to make it a map-wide "debuff" for everyone.
-Removed the A and B Gates. These gates were originally added to stop the BLU team from accessing the C point early and to make the RED team commit to defending their points. However, this also meant that regrouping wasn't possible and made leaving C more dangerous.
-The A1 version had the same problem many of the other Degroot-type maps seemed to have, where retaking A/B was practically impossible for RED. Need to test out if removing the gates and adjusting the capture times would be enough to make this more feasible.

Other notes:
-I've adjusted the lighting all over the map.
-Added more health and ammo pickups around the map.
-Adjusted the capture timers to be longer.
-B point's sniper roof has been reworked into a proper building, as it previously gave too wide a coverage to the RED snipers.
-Other minor fixes.