[ba_xena_m]
- duplicated trigger_gravity for all point_checkpoint locations
- removed the relays that were kill targeting the islands people needed to use to platform
- made it so when houndeyes advance they trigger their model load

[ba_power_m]
- fixed chumtoad falling through pipe he was supposed to stand on
- increased delay for elevator trigger_once that starts the ending sequence
- added a func_portal to show players that the door is open and what is happening on the other side

[ba_yarda_m]
- duplicated bspmodels to create a fake water pond so players dont die when falling through the hole (doesnt work all the time, not sure why, but does work 80% of the time so it's oke enough :b)

[ba_yardb_m]
- there is now a trigger_push that is enabled when rosenberg is ready to teleport through levels, it disables as soon as he arrives on the other end, so shouldn't get him stuck anymore (I hope).

[ba_canal_m]
- temporary fix: made the trigger for the explosive pushable even bigger so it's harder to troll, will perhaps have to make all boxes in that section trains later, most likely it will never work as intended.

[all maps]
- included point_checkpoint entities and altered the cfg to support survival