pl_redmesa

pl_redmesa a17

-Extended size to last and the cliff flank is more closed now
-Added dropdown to the right flank in the 1st point for blue, so red can't use it
-Fixed misleading arrows in the 1st point area
-Raised speed of spawn doors
-Deleted fence props and replaced others with geometry to prevent blue being easily spawncamped in the 1st point
-Placed patches overlays to signify where pickups spawn
-Replaced window that led to the 3rd point area from blue's side with a dropdown to prevent easy spam
-Fixed getting stuck in the red first spawn
-Removed testing signs
-Simplified blue forward spawns
-Now red can use a flank to get to the 1st point quicker, before it could only be used by blue after they capped 1st point
-Removed red spawn door that led to the cliff flank in last point
-Reduced blue team advantage on first point
-Added ramp to the 2nd point flank, so its more used and replaced the doorframes with a one way door
-Added a fence to 2nd point to prevent a sightline
-Flipped a elevated platform ramp so is easier for red to defend the 3rd point when the cart is past the big doorframe (or choke, I don't know how to call it)
-In the feedback page they refered as "cubby" to a spot in the flank in the 3rd point, and I though they refered to the one near blue first spawn, I deleted both of them
-Changes to last point cliff flank, now attackers don't have high ground, some say is spawncampy, I will try to keep the fence I added and let's see if that works, in my opinion without this flank it would be very hard to take out the sentries
-Added and changed blue forward spawns for 2nd point and 3rd point
-Fixed getting stuck in red first spawn door if blue captured 2nd point just when you were exiting
-Added more cover for blue first spawn
-Reduced sightline from last point high ground to the bridge in the choke
-Minor layout changes and minor pickups placement changes
-Added aditional signs and lights so the flanks are more visible
-Rotated the last point blast doors by 45 degrees
-Moved farter away the resupply locker in the last point's bottom red spawnroom, also its door was clipping through the floor above, now its fixed
-Added a fence in the last point cliff flank so the spawn doors can't be spammed through the high ground
-Replaced orange dev texture crates placed for scout jumping with models
-Removed hiding spot near blue first spawn aka cubby