Triple Trouble

Multi Stage Triple Trouble a15

pl_tripletrouble_a3a - 11/05/2023

* Widened B first-point route
* Extended RED's base respawn time to 10s (from 9s)
* BLU's respawn time now reduces to 2s (from 3s) upon capturing the first point
* Removed max round time limit
* Increased starting round time to 5 minutes (from 3 minutes)
* Increased amount of time BLU gets from capping the first point to 5 minutes (from 4 minutes)
* Threw out the randomised rounds; map now has a strict order of rounds
* Swapped capture points B and C
* Set BLU team's base respawn time to 4 seconds (previously 3); their spawn time decreases by 1 second when capping the first point
* Set RED team's base respawn time to 9 seconds (previously 7); their spawn time decreases by 1 second at the start of each subsequent round
* Blocked a couple sightlines at B (formerly C) which could completely shut down the objective and a flank route
* Added some spaces for RED to defend the first capture points on A and B (formerly C)
* Pushed A and B (formerly C) capture points back a bit
* Raised RED spawn exit on C (formerly B) for better defence
* A doors now stay closed when B is the active point
* Map no longer has two sets of environment lighting settings (I am very smart)
* Clipping improvements
* Fixed some geometry goofs
* Fixed the HUD freaking out (turns out TF2 doesn't like having multiple team_train_watcher entities enabled at once)
* HDR lighting is no longer blinding
* Added dynamically-changing sign in BLU spawn indicating which capture points they will be attacking
* Adjusted pickups, overall increasing the amount of ammo/metal
* Heavily modified BLU's route into C to break up powerful sightlines covering the objective
* Pushed C over a bit so BLU's routes are closer by
* Filled some empty space in A to give attackers more cover
* Fixed being able to stand halfway up BLU's middle spawndoor
* Added "resupply" signs over RED's spawn doors
* Removed some roof clips
* Misc minor fixes