Welp here it is, I took my time with this one, trying to get it right and working. (Hitting limits everywhere too lol) But the map should be playable from start to finish now!
Changelog:
--Added... Stage 3!
--Added flank to the right side of the 2nd of stage 2
--Added 1-way door flank for red in stage 2 to get back to the control point and backcap
--Added custom particles to indicate water is dangerous
--Did small artpasses in some areas
--added and altered pickups in flank routes in stage 2
--custom models! Or well, the archway brushes in stage 1 turned into a model, I mostly did this to get around the Tjunc limit, but I plan to covert more brushes to models during the artpass phase.
--Changed stage 1: the boards can no longer be broken by enemy attacks, instead the cart breaks them by ramming into them, the cart's speed is 50% during before this and 70% afterwords; blu gets more starting time to compensate for this.
--optimized player spawns, there are no never more than 40 spawns active per round!
--changed other some pickups around the map
--pretty much redid all the lighting
--Removed Red's first spawn in stage 1 (was redundent with how small stage 1 is and how close it was to the 2nd spawn, which is now the first spawn)
--Removed, alot, of lighting effects, to lower the entity count in the map, sigh...
BUGS:
the largest bug I know of right now is if red still holds the control point when blue takes the final point in stage 2, the round doesn't end, and the cart can desync. The player spawns are moved when the 3rd checkpoint in stage 2 is capped, so the map will completely break if this happens. I have yet to find a fix for it.