Watercourse

Watercourse b6d

- Experimenting with adding a third control point between A and B. (This has a good chance to be reverted since its proximity to B could easily cause B to roll.)
- Edited right flank at B to centralize attackers by the main choke.
- Changed doors at Blue spawn to stay open once setup ends.
- Changed setup time back to 75s.
- Raised the skybox in most parts of the map.
- Busted a powerful sentry spot on B.
- Other minor geometry adjustments.
- Changed left flank at B to be more interesting to fight in.
- Added a route from the yard in front of B to the left side high ground.
- Changed the high ground over right flank to be less awkward to fight.
- Removed red team's route from their spawn to the right side high ground.
- Added a ramp to left side high ground.
- Removed the bridge in between the two high ground towers.
- Adjusted cliff geometry to make sniping downward less powerful.
- Increased red's respawn time at B.
- Changed some health and ammo packs.
- Minor geometry adjustments.
- Minor geometry adjustments.
- Added patches under the health kits that disappear after A is capped.
- Improved the lighting.
- Added a custom pipe prop.
- Made railings less awkward to jump up onto.
- Completely overhauled point B to give attackers more interesting options while hopefully making it more defendable.
- Cut some unneeded space at the B forward hold to make the layout more concise.
- Added cover to red team's rotation on the left flank at A.
- Changed the right flank at A to encourage more combat in the central area.
- Changed the left flank at the A forward hold to make pathing a bit nicer.
- Adjusted some props to give Scout some new routes.
- Adjusted respawn times.
- Changed some pickups.
Minor adjustments to geometry.
Adjusted right hold position at point B forward hold to make it a bit more defensible.
Added alcove on right side of point B to make point a bit more open.
Made river translucent so stickybombs cannot be hidden it anymore.
Added vscript to make water always extinguish burning players regardless of depth.
Increased capture time of point B.
Minor clipping fixes.
Made stickybombs flow downstream.