﻿// ======================================================================
// Braundorf, by Brevik (v2)
// December 2023
// Cedric 'kemon' Easton
// http://www.etlegacy.com
// http://www.github.com/realkemon
// ======================================================================

This map is an overhaul of the original Braundorf map from ET created by Brevik.
As part of the ET: Legacy asset creation effort, certain maps are being overhauled.
Those maps have been selected for their stable gameplay, even in a competitive environment.

// AXIS
Primary Objective:		Prevent the Allies from blowing the City Gate and permanently capturing the Factory District.
Primary Objective:		Prevent the Allies from destroying the Bunker Controls and winning the battle.
Secondary Objective:	Prevent the Allies from blowing the Castle Gate and gaining another route to the Bunker Controls.
Secondary Objective:	Prevent the Allies from capturing the Factory District spawn point.
Secondary Objective:	Build the Command Post for faster charge times.
Secondary Objective:	Build and defend the Rear Entrance to the bunker.


// ALLIES
Primary Objective:		Destroy the City Gate and permanently capture the Factory District.
Primary Objective:		Destroy the Bunker Controls to win the battle.
Primary Objective:		Destroy the Castle Gate to gain another route to the Bunker Controls.
Primary Objective:		Capture the Factory District spawn point.
Secondary Objective:	Build the Command Post for faster charge times and a new spawn point.
Secondary Objective:	Destroy the Rear Entrance to the bunker.


// =================
// === CHANGELOG ===
// =================

from v1 to v2:
•	Fixed barrels near burning building not having collision. Thank you kajto3 for reporting.
•	Change Church roof clip setup. Default: Oneway clip_missile; Option: Only player clip. Thank you EinsGurke and u!ps for reporting.
•	Smoothed out player collision at fences outside of front bunker entrance. Thank you Aciz for reporting.
•	Adjusted church railing collision. Thank you Aciz for reporting.
•	Reinstated missing ledge above bunker controls to allow jumping across. Thank you DKill for reporting.
•	Added spawn IDs for spawnslot selection. Thank you u!ps fore reporting.
•	Increased height of barrels between church and main entrance for alternative route up (like in original). Thank you DKill for reporting.
•	Adjusted ivy lattace in railing between church and city gate to reinstate line-of-sight into spawn corridor. Thank you u!ps for reporting.
•	Fix airstrike/arty in bunker roof. Thank you DKill and Aciz for reporting.
•	Fixed backwards compatibility with vanilla ET clients. Reason were *.jpg textures saved with 'progressive' setting. Thank you ZaZa and Jay for reporting.
•	Renamed shader files to prevent other overhaul versions from overriding. Thank you EinsGurke for reporting.
•	Added custom command map and command map icons. Thank you Aciz for patient support.
•	Tuned down foliage intensity to reduce visible load and improve performance. Thank you kajto3 for reporting.
•	Adjusted spawn times to match the original Braundorf.
•	Fixed limbo camera for rear entrance showing CP instead.
•	Lowered range of loper sounds, giving away player positions.