//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...
//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
//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...
I keep my change logs inside the featured mission pop file, they go as follows:
//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