Changelog:
The Train:
-Redid how the train works; instead of being summoned on a fixed timer once A is capped, the train is only summoned when the BLU team is trying to capture B, and has a cooldown, all of which indicated by colored lights:
--Red: The train is unable to be summoned at all; when A is capped, the light will turn Green, and won't turn Red again for the rest of the round
--Green: The train is able to be summoned; once someone on BLU touches B in this state, the train will arrive, and upon passing through the first gate, the light will turn Yellow
--Yellow: The train is on cooldown for 60 seconds, unable to be summoned in this state; once a minute has passed, the light will revert back to Green and the train will be available to be summoned again
The rest of the map:
-Made one of the windows in the saloon see-through
-Near the saloon window that wasn't made see-through, adjusted tables/stools to make hiding between them much less viable
-Made the space between the two train gates inside the gameplay space entirely indoors
-Replaced one-way door with another slow door (two-way once open) and adjusted staircase in connected room to be less chunky
-Shifted train gate at the very end of the track deeper into the building and added a small stairwell/boiler room connecting this new playable space to the building immediately next to B; this will hopefully give BLU players riding the train a better final destination when trying to assault the point
-Increased B cap time from 9sec to 12sec
-Removed stray medium ammo pack between RED spawn and B (both to compensate for some previous changes and to prepare for building Stage 2)
-Fixed clipping on shoddy wooden fences near BLU spawn
-Some other minor geometry and lighting tweaks
-Did some very very minor OOB detailing
If I can at the very least get B to play satisfactorily, I might begin work on Stage 2 soon(ish)! Stay tuned!