Changelog:
-Deleted train visualizers and added a system where cart's position dictates when train timer is active (when cart enters a hazard tape zone for the first time, it enables and then fire the timer, and when it leaves the zone, the timer is disabled; all subsequent times entering the zone only enable the timer, but don't immediately fire it again)
-Removed all rollback ramps such that the meaning of hazard tape on tracks has a consistent meaning, and to make things easier for offense overall
-Replaced tunnel entrance for train with distant track
-Changed areaportals to areaportal windows for better optimization
-Fixed broken areaportal
-Fixed forcerespawns not putting players in the correct spawns (required slight delay)
-Moved RED forward spawn to connect more to room next to previous room, adjusted dynamic door to compensate
-Made piece of bridge immediately above A accessible and made train door into B open earlier
-Based on prior change, changed geo just outside main entrance to B to be a radio building letting players climb up to the bridge (only allowed for non-mobile classes when A is capped)
-Added details (wires) and lights to make boiler flank to B and second floor room at A more obvious
-Added one-way door in favor of offense to boiler flank to B
-Fixed a door not crushing players on close
-Fixed awful sightline at C
-Did some clipping stuff
-More that I can't remember