pl_bombastic

pl_bombastic a11

Going to try making a minute layout change for last, I don't particularly expect this version to play any better if much than the previous two.

Layout changes
+ Removed barricade blocking access between last and bottom cliff that the train runs through

Quality of life changes
+ Added a small duration before trains start moving to the timers so the bells play earlier in comparison
* Changed the func_hurt in first red to a teleport moving players to the 2nd red spawn
* Semi Artpass of red's last spawn exterior
* Changed the building outside of Last to be more open
* Widened the low route on last and put the entrance at 45 deg, as to counter airblast happy pyros
+ added fences and a full ammo pack for blu near last
* fixed logic errors where the cart could go back up the respawn path, making it difficult to push
* Fixed the blu spawn points not being correctly sorted
* Actually packed the map this time, thanks compile pal bug.
* Reworked last
+ Added inbetween spawn for red so the aren't spawning right on top of A.

Some other things I can't be bothered to record right now
The list may look like a lot, but it's actually a bunch of small things that I hope will contribute to improving the overall experience of the map.

------------

* Opened up space around A's Flank, encouraging BLU to push further in
- Removed ramp into flank
+ Added crate for prop jump
- Removed Bridge between A & B
+ Added Scafolding on B and Last
+ Added Lighting for better team ID
+ Added Credits Shack
+ Added Missing Patched
* Adjusted Geometry in the Main Building by B, moving a ramp, and removing door.
+ Added Clipping to smooth out gameplay space
+ Added Security fence on cliff to clarify OOBs clipping
+ Added Basic spliced announcer VO for respawning the cart. (lines stolen from MVM)
* Changed texture of platform on last