CHANGELOG eagles_a5

Gameplay:

* A new path into the inner town is available for allies after blowing the avalanche wall. Jump from the mg position on the wall and behind the building, where stairs will lead down to the ammo/health area.

* Town flag has been moved to the town bridge.

* A small platform has been made in the side tunnel, to reduce health loss when allies jumps down.

* To help axis defend the tunnel entrace, there is now a ladder up to the tunnel. They can get into the tunnel, but not up to the allies area.

* Many new balconies and sniper towers is now available in the town.

* Many players still complained about castle being to hard for allies to enter. As it's still a goal to keep this map one-way only, two adjustments have been done to help the attackers:

** Trams will move faster => more attacks pr. minute.

** The castle tram station has been rebuilt. Now it should be harder for axis to defend both trams and flag from one room only - they will have to move between the tram rooms, or stay behind to guard the flag. This should hopefully make it easier for allies to get a foothold in the castle trams station, and get some people either to the flag or further into the castle.

* Airfield have been rebuilt. Both for gameplay and better look. The paths are almost like before but there are more bunkers to hide in for both teams.

* Doors from stairs to document room removed.

* Added new spawn exit from town spawn to tunnel side.

Cosmetic and technical changes:

* Re-textured many buildings.

* Reworked a lot of (hidden) structures in the castle and the town, for better vis blocking. Still to do.

* Added commandmap markers for the flags and the documents. Should be easier to find them now.

* Adjusted more bus path splines, so the bus moves smoother.

* Started on a new commandmap. Current map is actually a screenshot from high above. This gives a nice 3D effect to the commandmap and compass. But the picture is not yet 100% overlaid on the real map, need further adjustments.

* Added and adjusted many textures/brushes to make them look better/more natural.

* Converted a lot of misc_models to misc_gamemodels, to reduce memory use and map size (ie. to avoid hunk_megs problem). As misc_gamemodels must be clipped manually, some clips may still be missing.

* Omnibot waypoint file and script available from the ombibot download site.

