plr_ironbridge_stage3

plr_ironbridge_stage3 A2A

Just a few minor fixes for a retest.

-Fixed the floating sign.
-Added a crate to jump back up on the roof from.
-Altered a bit of geometry to make sniping the enemy spawn from your own spawn much harder.
Lots of updates to my map that I did instead of studying for my test. Got my priorities straight, I know I know.

-Brand-new building separating the loop from the spawn doors so you can't just camp the cart from your spawn.
-New and improved bridge area. Both below and above the bridge is completely redesigned.
-New spawn rooms. Half of all players will now spawn in a spawn room that's higher above with better access to the roof, as well as a new door to the shack.
-Nobuild zone above the cart shed.
-Rebuilt part of the loop as it was barely used and give it to the attackers instead.

Hopefully you'll like the changes!
a2_1.png
a2_2.png
Fixed the bug that was in the ABS prefabs about RED not being able to block BLU's capture thanks to this thread:
Payload Race Single Stage Fixed Prefab | TF2Maps.net

Removed cacti because people hate fun :(

Fixed respawn visualizers

Made the gravel heaps on the bridge more easily walkable

Hopefully we can get one proper imp going with that!
Quick fix because I missed an important filter, causing people to break the map.
Also added a sightline block and disabled prop shadows of the rails.