-Reworked the spawn & spawn exits once again, this is to try and have players take valley more often, rather than having them be drawn to main like they were in the a8 playtest. To achieve this the furthest left spawn exit now faces into valley rather than into main, meanwhile the main spawn exit is now closer to the far left and middle spawnyard transition routes.
-Fixed various clipping issues around the map, such as fences you could stand on, roofs, & some fences.
-Streamlined block bullet brushes on fences which were designed to be active cover. This is because there was a previous lip you could shoot through at the top of the fence, which is pretty substantial for sniping onto mid.
-Moved some cover around in each team's backyards.
-Raised each team's backyards to now be higher over their respective transition routes, ideally making it easier for each team to push out & hold. As the previous playtest saw a lot of aggressive play from the team that held mid.
-With the previous note, the balconies over mid are now mildly higher up, (but they can still be double jumped onto off of the fences outside of main).
-Fixed an issue where the prop jump up to main's exit wasn't working because the fence clipping was RIGHT on the edge of the wall preventing players from being able to jump onto the floor off of the crate (I designed the prop jump while I had clip brushes disabled haha whoopsies).
-Fixed an issue where the respawnroom brush did not extend to the back of the room on each team. Whoops again, punishment for me reworking the spawn so much.
-Rotated the sloped cover at mid 180 degrees, this is to try and make it so the ledge is over mid itself rather than over each team's transition route exits. Making it easier to splash when coming out of your transition routes rather than when you're holding the point.
-Changed the sun angle to make the sun be higher up to light the level up more (forgot to change the shadow entity or the sun entity to align with this haha whoops).