Trainyard

Trainyard rc3d

- Added tags bot_right and bot_left for mission makers, robots with this tag will take right/main path or left/flank path at station
- Fixed spot Sentry Buster can get stuck in
- Added relays to reset trains during mid-wave and allows spawn relay to be triggered again for mission makers
- Added engi relays to enable/disable engi hints outside of train capture area for mission makers
- Moved/updated many engi hints & added teleporter support
- Added new robot spawnpoint names

All details into making missions for trainyard can be found in zip file example.pop
- Added boss_relay_start and boss_relay_end for mission makers to trigger relay
- - Random train spawns don't appear, trains robots capture still appears though
- - Closes gate nearby the water

- Fixed players able to get stuck inside the wall using trains
- Fixed players able to escape the map using reanimator and trains
- Fixed one of the train props not having collisions
- Fixed some of the robot holograms in incorrect position
- Readded metal bars in centre of the map
- Added railing by the side of the water
- Fixed robots getting stuck in right side of spawn
- Fixed visuals in new room
- Fixed train visuals when spawned
- Minor detail improvements
- Removed Metal bars in centre of the map
- Cash piles stuck from train now gets auto-collected
- Fixed gatebots sometimes attempted to capture wrong train
- Fixed sniper bot behaviour
- Fixed z-plane on forward upgrade station
- Improved nav file
- major detail improvement
- added flank connector from ontop of C-D station to main hallway
- added robot tag bot_flank for mission makers, robots will take flank paths
- moved/updated many health/ammo packs
- redone non-robots trains logic
- fixed able to escape the map using trains
- fixed crates being non-solid
Whoops, didn't upload latest version here until now.

rc1 with just detail finishes and steam workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=1160890619)
- Smallened the starting area and added more fence/props in it
- Moved the forward upgrade station and flank next to it
- Added new flank for palyers connecting from bomb hatch to corridor next to station
- Moved the player's shortcut door that goes to the new flank
- Changed the connector in the containers area
- Added area and improved defense for players in the right area next to the bomb hatch
- Added props fade on many props
- Increased the spawnroom door speed from 350 to 450
- Fixed where players can escape the map or get stuck using trains
- Major artpass
- Added more fences near the bomb hatch
- Added some props on the flatorm
- Changed and moved some health and ammo packs
- Improved clipping on the train tracks
- Optimization
- Improved stairs artpass
- Improved one of the train's entrence/exit door area artpass
- Moved health and ammo packs location
- Red team's both spawn door now have a window
- When the train is captured and none of the robots picked up the train bomb, it then teleported to robot's spawn instead of automatically reset
- Changed the skybox texture and brightness
- Bugfixes