Traintower A4 Changelog

GENERAL FIXES:
-Gave more time added upon point capture (work in progress)
-Fixed teleport triggers not moving players out of locked rooms
-Changed the position of the sun. Experimenting with different angles, should result in better visibility.

FIRST AREA/BLU SPAWN AREA
-Changed layout of the stairs next to the Red boxcar
-Added bridge over the cart path leading in the direction of the cave section.
-Changed the left flank route completely, now it goes down to where RED players will most likely be standing to prevent confusing front lines.

AFTER BLU SPAWN AREA
-Removed part of the elevated track. Its now a moving track platform, which has moved to the side to massively open up the area around the cart track.
-Changed the interior of the building into which the elevated track moves into. The RED container has been removed and there is now a platform for RED to fall back into, accompanied with a window to monitor the previously mentioned left flank.
-Added different arrows for RED to follow.
Traintower A3 Changelog

BLU CART/STARTING AREA
-Added grate doors in the tunnel that goes over the cart track, on the level of the elevated rail. Hoping this'll help define frontlines a little bit better and block players from both teams from flanking too much.

AREA IN FRONT/AROUND CAP POINT A
-Changed the main exit for RED team coming out of their spawn. Clipped off the original catwalk as it now serves as a setpeice, and made the previous right-side doors the main exit/entrance to and from RED's safe spawn area.
-Placed a rotated ramp that makes walking onto the elevated rail easier for RED.

BLU SECOND SPAWN AREA
-Removed left-most flankroute that went over and past the wide garage door. Honestly dont know how i didn't catch this one earlier, but this would result in BLU coming up BEHIND RED players still fighting next to the A point. BLU players now go thru a more direct door that exits into the RED building after A, still encouraging RED players to start backing out. Will have to observe further to reduce the amount of confusing frontlines for both teams.
First-ish update (stupid env_tonemap_controller)
CHANGES:
TIMER/RESPAWN CHANGES
-Gave more time on the clock when setup ends, should be roughly 3 minutes and 50 seconds given to capture A now.

BLU FIRST SPAWN AREA
-Removed various props and adjusted brushes to give both teams more space to move.
-Added a ramp next to the bomb carts starting position to give Blu easier access to the top of the BLU box car.
-Added more lights.

RED FIRST SPAWN AREA
-Moved up the No Entry barrier brushes to the doors inside REDs main building (I saw a pyro and scout sneak up to RED's spawn doors, and the pyro managed to kill an completely unaware engineer. Not good!)

BLU SPAWN EXIT INTO CAVE
-Added some boxes on the flatbed right next to the spawn door.
-Past the boxes, elongated the catwalk that was over the cave exit, and now BLU can get on top of the previously mentioned BLU box car from inside the cave.
-Added a sign and an arrow to lead BLU players attention to the cave exit door; I didnt see the cave being used much to flank RED, especially when that RED heavy was peaking thru the tiny gap between the pillar and the wall (you know who you are).

TRANSITIONAL BUILDING (FROM BLU SPAWN AREA TO A)
-Added door before the yellow staircase room that only opens when the big gate opens for the cart to pass through.
-Added a window inside the yellow staircase room for some grenade launcher pills to get through, to make sure engie cant turtle too much on the loading platform above.
-Added some walls on the path to the yellow staircase for some extra cover.

CAPTURE POINT A AND SURROUNDING AREA
-Widened the area that is right behind the large gate door.
-Rotated the dumptruck
-Removed old train prop and pallet.
-Changed small health pack near the cap point to a medium health pack.
-prop-static'd the water tower (prop_detail my behatred)
-Shrunk a part of the "deck" building that is outside of BLUs second spawn. Hopefully allows for less cramped gameplay around pushing the cart onto A.
-Made the small door next to Gate 01 open when setup ends, so later RED players can escape into the RED main building in the event of a deadly BLU push.

AFTER A
-Removed the green land rover
-Added a ramp on the BIG ramp to let people (mainly charging demoknights) walk smoothly up to the side door once the big garage door closes.

BLU SECOND SPAWN
-Added signs to point BLU players where cap point A and B are.

RED SECOND SPAWN
-Added teleport trigger into the big bridge building leading up to B (my sincere apologies to the four poor souls that found themselves trapped in there)
-Made the trigger_hurt taller in that same bridge building's deathpit
-Added some brushes to prevent walking under the main walkway in the bridge building.

B POINT/SURROUNDING AREA
-Added a in the lower flank area to indicate to BLU players where B is (up above them)
-Added a roof on the ledge for more space to jump onto
-Removed some pillars in the bridge coming from the office building, and raised the door frame for a better view onto B.
-Added a medium health pack in front of the glass in the office building, next to the bridge door frame.
-Added a trigger_nobuild on the platforms surrounding BLUs third spawn room (ONLY FOR RED, BLU engies can still build up there).It had potential for a OP sentry nest spot.
-Clipped off the tiny nook that was in between the RED tower wall and the cart ramp.

BEFORE C/HUGE DOOR SURROUNDING AREA
-Added a door under the C arrow decals that only opens once the huge door is activated, to prevent BLU from immediately running to C point. Still work in progress, might need to move up RED's spawn/give red a separate spawn room closer to C.
-Added more lights.

RED THIRD SPAWN
-Adjusted teleport trigger to properly get players teleported out of the hole once C is capped.

FINAL CAPTURE POINT / SURROUNDING AREA
-Removed the roof from the staircase leading down to the employee locker room. It got barely used, even thought there's a big health pack and a medium ammo pack.
-Removed some brush boxes.

RED FINAL SPAWN
-Fixed disabled resupply cabinet (Itll be active even if the model itself hasn't risen fully from the floor.)
First update (woo)
CHANGES:
TIMER/RESPAWN CHANGES
-Gave more time on the clock when setup ends, should be roughly 3 minutes and 50 seconds given to capture A now.

BLU FIRST SPAWN AREA
-Removed various props and adjusted brushes to give both teams more space to move.
-Added a ramp next to the bomb carts starting position to give Blu easier access to the top of the BLU box car.
-Added more lights.

RED FIRST SPAWN AREA
-Moved up the No Entry barrier brushes to the doors inside REDs main building (I saw a pyro and scout sneak up to RED's spawn doors, and the pyro managed to kill an completely unaware engineer. Not good!)

BLU SPAWN EXIT INTO CAVE
-Added some boxes on the flatbed right next to the spawn door.
-Past the boxes, elongated the catwalk that was over the cave exit, and now BLU can get on top of the previously mentioned BLU box car from inside the cave.
-Added a sign and an arrow to lead BLU players attention to the cave exit door; I didnt see the cave being used much to flank RED, especially when that RED heavy was peaking thru the tiny gap between the pillar and the wall (you know who you are).

TRANSITIONAL BUILDING (FROM BLU SPAWN AREA TO A)
-Added door before the yellow staircase room that only opens when the big gate opens for the cart to pass through.
-Added a window inside the yellow staircase room for some grenade launcher pills to get through, to make sure engie cant turtle too much on the loading platform above.
-Added some walls on the path to the yellow staircase for some extra cover.

CAPTURE POINT A AND SURROUNDING AREA
-Widened the area that is right behind the large gate door.
-Rotated the dumptruck
-Removed old train prop and pallet.
-Changed small health pack near the cap point to a medium health pack.
-prop-static'd the water tower (prop_detail my behatred)
-Shrunk a part of the "deck" building that is outside of BLUs second spawn. Hopefully allows for less cramped gameplay around pushing the cart onto A.
-Made the small door next to Gate 01 open when setup ends, so later RED players can escape into the RED main building in the event of a deadly BLU push.

AFTER A
-Removed the green land rover
-Added a ramp on the BIG ramp to let people (mainly charging demoknights) walk smoothly up to the side door once the big garage door closes.

BLU SECOND SPAWN
-Added signs to point BLU players where cap point A and B are.

RED SECOND SPAWN
-Added teleport trigger into the big bridge building leading up to B (my sincere apologies to the four poor souls that found themselves trapped in there)
-Made the trigger_hurt taller in that same bridge building's deathpit
-Added some brushes to prevent walking under the main walkway in the bridge building.

B POINT/SURROUNDING AREA
-Added a in the lower flank area to indicate to BLU players where B is (up above them)
-Added a roof on the ledge for more space to jump onto
-Removed some pillars in the bridge coming from the office building, and raised the door frame for a better view onto B.
-Added a medium health pack in front of the glass in the office building, next to the bridge door frame.
-Added a trigger_nobuild on the platforms surrounding BLUs third spawn room (ONLY FOR RED, BLU engies can still build up there).It had potential for a OP sentry nest spot.
-Clipped off the tiny nook that was in between the RED tower wall and the cart ramp.

BEFORE C/HUGE DOOR SURROUNDING AREA
-Added a door under the C arrow decals that only opens once the huge door is activated, to prevent BLU from immediately running to C point. Still work in progress, might need to move up RED's spawn/give red a separate spawn room closer to C.
-Added more lights.

RED THIRD SPAWN
-Adjusted teleport trigger to properly get players teleported out of the hole once C is capped.

FINAL CAPTURE POINT / SURROUNDING AREA
-Removed the roof from the staircase leading down to the employee locker room. It got barely used, even thought there's a big health pack and a medium ammo pack.
-Removed some brush boxes.

RED FINAL SPAWN
-Fixed disabled resupply cabinet (Itll be active even if the model itself hasn't risen fully from the floor.)
added a env_tonemap_controller and logic_auto to control hdr brightness, cant run it thru the playtest bot without it.