An experimentation with the barrier wall bitmap could be helpful. It has its own unique shader and bitmap because of the redo I did.
The gold-hued ground texture, which is the unearthed metal panels bitmap which is also used in bloodgulch looks the way it does because of the cubemaps. Try just nulling the cubemap reference in its shader tag and see if that fixes the problem. If it does, then I'll release an accordingly-revised version after the 3p animations are done and I remove the bridge spawn point.
What should the reticle for the sword HUD look like? Again, it could just be completely removed from the wphi tag metadata under the crosshairs section, or by nulling the h2 crosshair bitmap reference... maybe... but nulling the reference if it's a bitmap usually means the map will cause the game to crash.
Either you are groping for answers, or you are asking God and listening to Jesus.