-Completely re-made map from the ground up, completely new layout
-Mid has a similar idea to the og version, but is (hopefully) more properly sized and balanced and not nearly as much of a Maple Ridge ripoff lol
-Stage-specific weather gimmicks are similar to the original (Stage 1-Normal/Autumn, Stage 2-Stormy/Flooded, Stage 3-Snow), but they should have a more noticeable/improved affect on their respective stages
-Transition areas between spawns and mid should be more interesting/useful
-Made use of the new skybox_swapper entity that has been added since the map was initially made, giving each stage it's own unique skybox
-Multi-stage KOTH logic should work properly now so all 3 stages can be played (Is supposed to be random but it's best-of-3 rn, will fix at some point maybe)
-Fixed missing collisions on some fences on Stage 1
-Added func_nobuild to the water pit on Stage 2
-Adjusted the water on Stage 2 to prevent z-fighting
-Added a snowdrift to the pit on Stage 3
-Added func_nobuild to the base of the snowdrifts on Stage 3 to prevent any possible sentry shenanigans
-The rest of the weather station staff have arrived
- Adjusted the fence prop on blu side of mid for better symmetry
- Added Areaportals
- The head of the Weather Station has finally arrived