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//-More mission changes

//All sandman scouts mark for death, jumping Sandmans have crits

//Wave 2-Fan Scouts changed to Jumping sandmans
//Wave 5-Mine Layers spawn behind players now
//Changelog A7

//Added railing for the right upper spawn so only giants can shoot over it and removed the pillar
//Added large health pack to the chokepoint near the rear of the map
//changed small packs at the gate into medium ones, and moved them down so they have a bit of cover
//moved rear left engie nest's teleporter to be in the important looking crate room
//removed 1 way door at the front, replaced it with an opening doorway and also lowed the trigger for the hatch above so demos and soldiers can easily rocket jump back in
//Added a small windows across from the above, with a small ledge for 2 small health and ammo packs
//added some props the spawn room
//Fixed relay_panicbutton, For real this time, honest
//The Boss now only loses 3000 HP to all dispensers when entering phase 2 VS all of them exploding, dispenser HP increased to 5000

//--Mission changes

//added missing sandman bonk icon
//moved swapped waves 3-4 with 5-6
//Knockback Heavy's skill reduced to Normal, Also gave them the Nastasha to make them a bit weaker as they already stop you from moving
//The boss has a razorback and Jarate backstabber attributes

//Wave 3-Fixed HoK heavies as I just now realized these are massively flawed in the offical code
//Wave 4-Some mini engies will spawn at the upper right spawn on subwave 1, so they all don't get bunched up center
fixed another mistake
added some mission changes
//Changelog A6b

//Added a dynamic engienest on the bomb, and moved the rear nest's teleporter further away
//Also swapped out bison spies with my grapple minelayer prototype
that's it, it was missing
//Changelog A6

//Map underwent a name change, forget to mention that previously!
//added tutorial tidbit that triggers once during or after wave 2 that explains what losing A causes when you lose A
//Tried to fix the Nav, again
//added more ammo and health packs to the front, changed some others into larger forms
//fixed floating tanks, hopefully
//Added exit signs and upgrade signs where needed
//added info_observer_point's, this is my first map to ever have them, yay!
//added a few other extra features, such as relay_panicbutton to recreate potato's panic feature, but doesn't kill the meltdown bot
//added some more decorations and lights and started preparing to move the map into Beta!

//--Mission changes

//removed tank speeds
//Updated Icons

//Bonk Scouts have been given a sandman and a new icon to reflect that
//Swapped the engie support all waves a bit

//Wave 1-Wrap Assassin Scout supports respawn very fast now, doubled the pyros in the first subwave
//Wave 2-Gave Bison giants a squad, made escape plans spawn more often, reverted melee scouts back to GRUs and reduced their numbers by 1
//Wave 3-Fixed medics having only 1 HP, added giant armored sandman scouts to the end, also altered a few bots, doubled the giant soldier count. Added knockback rage heavies and removed a good chunk of melee heavies, replaced the spies with stealthy bisons, Tank HP lowered to 20000
//Wave 4-Doubled gatebot heavies, reduced demomen and pison soldiers a bit, replaced wrap scouts with razorback snipers, altered soldiers reduced max active added a bit more, reworked the engineers and changed the snipers into knockback heavies (with increased respawn times of 35 seconds)
//Replaced the pison with my grapple Scouts
//Wave 5-giant heavy gets a giant medic (no uber), direct hit soldiers replaced with enforcer spies (this mission also has too many soldiers), and then I added cow mang support for this final subwave to contest the point even more, giant support has 40 second respawn times (VS 30)
//Wave 6-Added giant deflector heavies to the first subwave, and reduced bots as well (limit was being hit),reduced conchs and added giant medics to the pyros, changed gatebot soldiers to rocket shotguns (non gatebot)
Repacked the map this time
Read the previous post for the changes