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//Changelog A4B/A5

//Added some cosmetic things to the map
//moved the boss's weapons behind a protective wall so the players can't destroy them before the wave starts
//moved the spies to wave 3 and wave 7

//Wave 3-altered the wave to make it harder, broke into 2.5 subwaves, the first subwave melee heavies have uber medics, bumped up the 2nd subwave direct hits to 6 from 4, added giant scouts to start of the 2nd subwave
//Wave 5-Pain train demoknights are now properly part of the first subwave, and are required to be killed for the 2nd subwave to start
Only really changed the final wave, and made a "real" boss this time
//Changelog A4

//Fixed nav blockers... I hope
//added a flank route bots will take when the tank passes on the left side so the bots will avoid running behind the tank
//moved the boxes on the right side further back so players have more time to bust the tank before the flank route is opened
//Left upper spawn at front has been reworked
//Tunnel spawns have been reworked, they teleport bots to the upper spawns when A is not capped
//removed fences and replaced them with rails
//Fixed the fog problem, it now works as planned

//--Mission changes

//Wave 1-added wrap assassin support
//Wave 2-Reduced escape plans, added pain train demos as the support gatebots
//Wave 4-added Pisons and reduced demomen total count and max active, added wrap assassin support
//wave 5-removed jumping sandmans, added a BB Blackbox giant to the start as he's the only bomb bot in the first subwave, replaced first subwave GRU heavies with pain train demoknights, added Pisons
//Wave 6-Giant spy mission support scouts are now gatebots insteads
//Wave 7-completely reworked
repacked the map
//Changelog A3

//Removed left over files from vicious vices in the zip file, whoops! Also removed the nav file as it's not needed.
//Removed Chaos mode, after removing the gates it got a bit irrievent to keep and no one wants this anyways.
//Removed gate A and changed areas where they used to be, made gate B into gate A.

//Added crates to the rightside that the tank can run through and make a shortcut
//added a backarea for the leftside that robots must take until the crates are broken
//removed the jammed door, and made a new shortcut from the hatch to gate A that's out of the way of the bots, raised the ground below the drop down hatch, made the hatch doors open much faster, added a 1-way door from the hatch to this dropdown area
//seperated the left and right side of gate A with fences, to offer more cover but not block sight lines

//--Mission changes

//reworked all waves to accomidate for the fact that gatebots now cap A; all tanks have has less HP

//wave 1-has no gate bots and now uses pyros over scouts, that's pretty much it.
//wave 2-uses gatebot bat scouts as a tutorial bot to introduce the gates.
//wave 7-increased robot delay on the final subwave and cut down some bots
I keep my change logs inside the featured mission pop file, they go as follows:


//Changelog A2

//--map changes
//fixed a glitch/naming oversight that would make burning gatebots ignore gate B after gate A is capped
//fixed chaos mode bugs with gatebots
//capping gate A opens the small side doors for small bots to go through, but giants will still prefer take the long way unless they have the bomb
//altered tank paths, they no longer go through a gate that can't be opened lol
//Expanded and reworked the front, moved the tanks closer to the gates
//Made the map overall asemmetrical


//removed the gate, and replaced it with a stuck version that only players can jump through

//--Mission changes


//Overloading heavies are now called heavies rather than soldiers
//swapped wave 3 and wave 2
//swapped wave 4 and wave 5
//The Gatebot KGB's still have soldier gatebot hats after capping A, I left this in because I felt it was funny, deal with it :p

//Wave 2-escape plan soldiers are no longer part of a subwave and spawn slower, reduced their count. Reduced Mannmelter pyros counts, reduced KGB support heavies by 1 bot, and greatly reduced the scout mission supports
//wave 4-added another subwave (this wave was really short and likely too easy)
//Wave 5-added support burning heavies that start spawning on the 2nd subwave, increased max gatebot backups to 15
//Wave 6-added gatebot backups to the 2nd subwave
//Wave 7-made this wave "harder", added fallout jokes