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Bremen (Final)
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Author		: DerSaidin
Real name 	: Andrew Browne
Location	: Australia
E-mail		: dersaidin@gmail.com
Game		: Wolfenstein: Enemy Territory
Reworked by	: Sid & Etch

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Description:
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Allied spies undercovered details of an Axis plan
to transport a fortune in gold to a more secure location.
The Allies have planned an attack to intercept the gold
during its stopover in Bremen.

Axis objectives:
	- Stop the Allies from stealing the gold.
	- Stop the Allies from destroying the Main Entrance.
	- Hold the forward spawn.
	- Stop the Allies from constructing a command post, or destroy it if it has been made.
	- Be alert, the Allies may attempt attack through a side door. Don't let them satchel the side door.
	- Stop the allies from powering up the generator. Defend the keycard.
	- Don't let the Allies steal the truck.
	- Build the truckbarriers to hinder the Allied escape.

Allied objectives:
	- Steal the truck with its load of gold.
	- Blow open the Main Entrance to push through the city.
	- Take control of the forward spawn.
	- Construct the command post to activate a forward spawn.
	- Satchel the side door to gain additional access.
	- Use the keycard to power up the generator.
	- Repair and steal the truck.
	- Don't let the Axis hold up the truck with a truck barrier.

Spawntimes:
	Axis	30
	Allies	20

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Changelog:
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Bremen (Final):
+ added fixes (mapscript & lights)
+ reworked command map
+ retextured, looks now like a bombed german city
+ included a fiting skybox
+ usage of (fixed) shaders for a better look (terrain, windows, marble floor, vase, etc)
+ usage of new/changed/fixed textures (windows, wall, gate, floor, truck)
+ Bremen is now shown on the right place in the campaign map
- removed advertisings from the map
- removed all unneeded textures and shaders from the pk3
= based on beta 2, all custom-made stuff will still work

Bremen (Beta 2):
+ generator icon
+ lights
= door goes through roof
= alpha cart wheel
= doors chalked on bottom
+ passage through to generator
+ more damage to buildings
+ teamdoor at truck
+ shell corner of building above door1
+ window behind desk
= close/modify alley
= half height tree blocking door-door LOS
= break up CP courtyard with trees/bushes
= floating windows on building next to allied 1st spawn

Bremen (Beta 1):
+ added allied autospawn change to flag when truck is back in first half
= changed building route near allied first spawn
- removed spare room near office
+ added gardens near axis second spawn
+ added real terrain in cp area 
+ added more props in streets ("prefabed" from grush)
= rescaled windows/doors/railings
+ fixed clipramps added for various doors
+ fixed railings near CP odd clipping
+ fixed side door
+ added crater(s) to terrain for coolness
= changed truck, now indestructible (after initial repair)

Bremen (Alpha 1):
- made

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Programs used:
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- Enemy Territory and ETPro
- GtkRadient 1.5.0
- Adobe Photoshop CS
- Crimson Editor 3.60
- Wood Workshop 1.00.0512
- Winzip

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Special thanks to:
=======================================================

swinyboi	(DE)
Neillie		(UK)
SPU9		(DE)
iTG`stewie	(NL)
chosen		(DE)
[NW]reyalP	(US)
inFlux`imP	(BE)
dignitas\Frop	(XX)
perfo		(XX)
Shaderman	(DE)
gtv`arni	(DE)
fnTc^h3ll	(NL)

Neddeh from [ToG] - http://ned.theoldergamers.com/
For use of his server.

sequentiaL gaming - http://www.sql-gaming.com
For use of their server

My clan, Adversus 
http://www.adversus.com.au/
#adversus on irc.ausirc.net or quakenet

iceman34	(AU)
angelus		(AU)
riCo		(AU) (actually, skip rico)
HANZ		(AU)
goober		(AU)
mahadeva	(AU)
noname-		(AU)
tursimo		(AU)
KAD		(AU) lol!
Hectorz		(AU) - but not Moley (AU)
Vamped		(AU)
haste		(AU)
slant		(AU)