A3b fixes some small oversights in A3.

- Changed concrete barrier at A.
- Added a barrel to B.
- Added sky clipping over B courtyard.
- Fixed some lighting issues.
- RED connector door no long z-clips the frame.
A2 of Supercomputer was one of the best play-tests I've been a part of. The map played awful and was RTV'd after two rounds of RED spamming A chokes and BLU having to dodge sawblades and suffering through one-way drops. But I realized something, in every recent map I've made I have prioritized theme over everything else. Theme is the least important part of an Alpha, the stage where all of my maps currently are. When I created an area I thought, "Oh that's a cool set piece" or "That's really funny I'll add that" and most thoughts of gameplay that weren't sightline based were ignored. I went into the ctf_supercomputer_a2 test as if it was the ctf_supercomputer_rc2 test which, spoiler alert, is a terrible mindset when you've made a map with like 7 different gimmicks in it.

As weird as it is to say, I can feel an active mindset change as I continue to work on Supercomputer. The map probably plays, ehhh 4/10, but I know that when I try to improve the map my ideas of improvement won't just be "maybe I should add more death pits or signs." Wait a minute, is this why Route 51 was so bad?

CHANGELOG A3:
BLU SPAWN:
- Changed exits from shutter doors to actual setup gates.
- Added walls to cover BLU spawns from the now open setup gates.
- Removed prop spam.

POINT A:
- Replaced the containers next to the point with a building that will give BLU some small high ground when attacking A.
- Removed the one-way drops on both of BLU's flanks.
- Changed the walkway above BLU's main entrance to be straight instead of angular.
- Added two more concrete blocks to the concrete block wall.
- Replaced RED's chicken wire door with a real door.
- Added a small health kit to RED's balcony.

- Reduced the alarm volume from 7 -> 5
- A double alarm now plays when the B setup ends.

POINT B:
- All changes made were to prevent B from being rolled.
- Removed half of the rocks in the B courtyard.
- Added a new walkway above the main entrance.
- All evidence of B being a lumbermill right next to a super computer has been removed.
- Removed the flank that let BLU get into RED's backline.
- Removed the small room that led underneath BLU's highground.
- BLU now has a new flank on the opposite side of the courtyard to help them contest RED's highground.

- Decreased the size of the capture point.

POINT C:
- Removed the death pit in C courtyard.
- C courtyard now has a gorge style high ground above the main entrance.
- Removed the small platform above the C shutter door.
- Removed the "server" concept.
- Reduced the height of the raising platform so that RED can jump from
their high ground onto the platform.

- Reduced the size of the capture point.
- Increased time to cap from (9 -> 12).
- Decreased RED's respawn time from 10 -> 9 (Max 20sec -> 18sec)


GENERAL:
- Removed all Area Portals because this an Alpha 3.
- Did some anti-detailing.

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A1 had a lot of dumb gimmicks that I'm hoping when toned down will help me find major layout issues. Also I've actually upload the repacked version of the map this time.

BLU SPAWN:
- Added prop spam to BLU spawn.
- Changed the one-way in BLU courtyard to a regular shutter door.

POINT A:
- Increased RED respawn time from 8 -> 9 (Max 16sec -> 18sec)
- Moved RED's forward spawn farther back

- Reduced the overall amount of cover RED has.
- Gave BLU more cover to push into main with. (Why design an actual layout when doomsday fences exist?)
- Moved the mini health kit closer to A to give BLU more support when they are actually pushing in.
- Added a mini ammo pack next to the moved mini health kit.
- Removed a medium health I know you didn't know existed.
- Changed the health kit next to the '1' door to a medium.
- Decreased the amount of cover at the JimiJam sign.
- Removed the mini health kit at the JimiJam sign.
- Opened the BLU flank onto the upper balcony early letting BLU access RED's high ground.
- Tweaked BLU's right flank, opened up the space and added a medium health and ammo pack.

- Decreased the size of the capture zone.
- Decreased time to cap from 14 -> 12


POINT B:
- Increased RED's extra setup time from 15 -> 18
- RED should now actually know where they are being flanked from.
- Reworked the turbine room into a sniper perch.
- New sniper perch watches over the main B entrance.

- Flipped the location of the crates and mini ammo pack next to the saw blade.
- Changed the mini ammo pack into a medium.

- Decreased the size of the capture zone.


POINT C:
- Increased RED's respawn time from 9 -> 10 (Max 18sec -> 20sec)
- Slightly tweaked RED spawn to encourage RED to use other spawn doors once C is capped.

- Moved shutter door and cover to make entering C balcony less cramped.
- Replaced metal cube with a tire on top with a truck.
- Took a chunk out of the massive computer block to make maneuvering in the data room possible.
- Widen the data room entrance.
- Reduced the prop spam.

- Decreased the amount of 'servers' that rise up from 4 -> 2
- 'Servers' are now partially glass to allow players to spot sneaky defenders.

- Decreased the height of the raising platform.
- Added ledges to allow BLU to access the platform fully raised.
- Slowed how quickly the platform rises.
- Moved the platform closer the main entrance.

- Added clipping to all the computers and consoles.
- Decreased the size of the capture zone.
- Decreased time to cap from 12 -> 9

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