PlainzSplitBlu

PlainzSplitBlu a2fr

this version is the same as a2 except red is force respawned after AB captured

and also replaced dev textures with different ones since people complained about not being able to understand geometry
Changed and simplified B and area before it, should make it easier to hold for red.
Increase time to cap for A and B from 10 to 15.
Increased setup time from default 60 to my favorite 75.
Pickup kits adjustments all over the map.
Left house before huge ramp to C changed to be more advantagerous red forward hold.
C tunnel entrance on the left moved to force blu to use the main ramp route.
Added a gate entrance into C to dismantle some sightlines.
Added third way into C staging(area before C warehouse).
C staging changed a lot to make it more blu sided and more staging in some places.
Added another route from tunnel exit going above deathpit and into new C doorway.
Deathpit (or should i call it pipepit?) changed into a full on playable area, inspired by tcdom_augustdeckmap, it should be a very fun playable area for pyros to airblast people.
Very important, removed pickups from C roof to make it less of a usefull area.
Changed glass on C roof into solid texture to further signify that the roof is not that important if you want to defend or capture the point.
Red spawn brushwork boxcars with open doors are now models thanks to @AsG_Alligator.

Some screens of changes included.

custom dev textures

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screens included

custom dev textures

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