pl_xmas_party_crash

pl_xmas_party_crash B1 (final version for contest)

- No major gameplay changes since i didnt have time to make any since i still need to do some detailing
- Some simpiling detail across most of the map (mainly texturing and lighting changes)
- Smoothed out some of the cart turns
- Added both toggles to the visualizers and no entry doors to all non active spawn rooms
- Red players should (Hopefully) no long spawn Blus fpward spawn at C when they are move to Reds forward spawn at D
- changed the name from pl_thetriz_mintfcon to pl_xmas_party_crash
- Starting of detailing at A B & D since i like how those 3 play and dont plan on make to many more changes to them
- The flank at it A has its second path readded back
- E has been squashed down and some routes have been rerouted
- Added a acces ramp to the top of the computer bock in the middle of D to all classes so its easier to defend
- One of the wall on the highground at E has been pulled back
- E highground has been expanded
- Area under e highground/spawn is now a bit smaller to help with scaling
- replaced a small health and 2 small ammos under E highground/spawn with med health and med ammo
- Added med health between blus first spawn and A
- Flank route on A is now a oneway for blu
- Moved around some of the props at B so people dont get caught up on them less
- D has been shrunk down and d point has been moved back
- Path to E has been shrunk down and has some new sightline blockers
- 2 of the paths to E has been redesigned
- Added new spawn for red at D to help make defending C easier
- Added some minor detailing
-no caps in the name this time, so i should crash peeps
-B& C have bee redesigned
-b was moved slightly close to a & c to help with scaling & walktimes
-red startingf spawn spawn was slightly moved
-added a block bullets to the middle of the cart so it can provide more cover from oncoming fire
-added arroes in the flank route to A
-D was shrunk down a tiny bit more to hlep with long payload travel times
-Readded a ramp at a
-C spawn was moved closer to c
the one way At last was rplaced with a dropdown that leads to the under area at the point
-Minor detailing around blu starting spawn
@SteveN was running thru the level and found some of the hazrad tape decals at the one way doors, where either gone or not rendering, that is now fixed

- added backa couple of missing decals
- addeed a door that blocks the oneway to C (was supposed to be in A2e but i forgor since i dint go into the room much while updating the map)
-fixed some missed nodraw/ gaps created from squashing down the geo
Scaled down A ,D, & E a lot to make it a lot more normal scaled
B and C are mostly still the same scale since i wasnt 100% sure on what i wanted to change so i decided to test the current changes borefore commiting anything to them (B was overscaled but kinda fine and c was to overscaled, c has been shurnk a tiny bit with the downscaling of D)
also based on how this test i goes I may added a forward spawn for red at D to make easier to set up/get to C

- D & path to E have been shrunk down
- Blus starting spawn at A has been moved forward a lot to help with both walktime and scaling
- Deleted some of the fences at B and rplaced them with brush based sightline blockers
- C has been slightly shrunk (will most likely have to replace next version)
- Reds starting spawn was moved up a time bit
- Added some of zues's smissmas props to last (https://tf2maps.net/downloads/zeus-smissmas-goodies.14836/)
Now has the tree packed in
move a barrier to the ground that was floating
added a holo arrow that appears for blu after B is capped