-overhauled blu spawn courtyard
-added spy buffs
-removed red spawn before C
-adjusted stairs into last

this version tests and verifies whether or not I need to redo C and last completely
-added route for blu at attack without getting snipped at C
-adjusted blu routes into B
-added HDR
-removed props on last
-updated health/ammo drops
-remove route outside red forward spawn
-updated lighting
-removed crates that could make op sentry spot
-fixed glass not being rendered
-change red spawn logic A-C
-red now spawn in one location with 3 doors that close when route is captured
-reworked A routes into point
-gave blu risky but worth while woute into A
-removed stairs from red on A
-removed route on A benefitting red majorly
-added doors that close so red cannot over power blu when points are captured
-gave blu high ground on last
-gave red more defendable area on last
-gave blu another route into last that risky but can help attack
-gave blu new forward once C is captured
-moved red last spawn door to prevent sightlines


TL;DR red forward has moved to a central location with 3 doors that each go to a point and lock once that point is captured similar to how swiftwarer works.
-"fixed" spawn times
-adjusted health/ammo kits
-extended first courtyard
-fixed displacements
-added upper route for blu on B
-removed high ground route for red on B
-made one way for blu coming out of B
-fixed lighting
-fixed respawn times
-adjusted ammo
-fixed clippings
-fixed chicken wire not rendering
-added route for blue entering A
-added flank route coming form A to B
-fixed door clipping
-adjusted health/ammo pickups
-moved red first spawn door so players head to front of map and not last
-fixed various doorframes
-fixed displacements
-added route from B to C when blu captures B
-route added is one way for blu
-added minor detailing and lighting adjustments
-added one way windows for blu forward spawn.
Screen_Shot_2017-05-03_at_12.14.21_PM.jpg

-added high ground for red at all capture points
-removed majority of high ground for blu at capture points
-reworked last
-added major high ground for red
-adjusted route entering last
-shrunk last to aid engis with defending
-adjusted selected hp/ammo kits
- added cover to A courtyard
- expanded A
- expanded B
- been a while I need fresh testing data