creating the creep group in the populate function instead so that it is added after the tilemap
bringing dying creeps to the top and disabling smoothing
Gravestones appear on tiles where creeps die. Vampires explode into 4 birds when they die. Wolves turn into zombies when they die. Added a reference to XRoads.CombatMap & XRoads.CombatMap.WallLayer. Also added a reference to XRoads.CM (CreepManager) Need a more sensible way to reference these classes.