FILENAME: 
             Fritz_ammodepot_Rel0.97.pk3 //your pk3 filename in the fritzbot directory
REVISION:    
             0.97 release
RELEASE DATE: 
             September 16, 2007 (for stopwatch, single objective and middle of a campaign)
AUTHOR:      
             TomTom 
DESCRIPTION: 
             For FritzBot Mod (0.7) Play in RTCW Enemy Territory 2.60.  
             Bot AI and navs for the map ammodepot.

NOTE: *** DO NOT PLACE MAP version 1 or 2 AS FIRST MAP OF A CAMPAIGN!!!  

MAP SITES:      (v2.0)
		http://returntocastlewolfenstein.filefront.com/file/;74087
		http://www.enemyterritory-stuff.com/maps/AmmoDepot_v2.0.rar
                (v1.0)
		http://www.enemyterritory-stuff.com/maps/ammodepot.rar
		http://ftp.games.skynet.be/pub/wolfenstein/maps/etmain/ammodepot.pk3
		http://www.etmaps-test.de/etmaps/maps/ammodepot.rar
		http://ftp.games.skynet.be/pub/wolfenstein/maps/shrubet/ammodepot.pk3
		http://wolfmap.gameprophets.com/details.php?file_id=584
		http://www.seashadow.it/listing/etmain/ammodepot.pk3
		http://www.student.uit.no/~paalde/games/aw/maps/etmain/ammodepot.pk3

	        (note: servers should give preference to version 2 only because 
	         (a) it corrects the missing water at the sewer corner 
		 (b) it might help the mapper get a job (or at least recognition))
		LAN and private Hosts are free to use whatever.


USAGE:       
             Find the map on the web and place the mapfile ammodepot.pk3 into 
             the directory \etmain.  Place this file Fritz_ammodepot_Rel0.97.pk3 into the 
             directory created by FrizBot (\FritzBot) overwriting any older versions.

             Select from the Start menu the map ammodepot [or the campaign ammodepot_3...]
                  -- OR --
             Open the console (`) and type  
                  \map ammodepot
                  -- OR --
             Create a short cut like (adjust path as required)
                 "C:\Program Files\Wolfenstein - Enemy Territory\ET.exe" +set fs_game fritzbot +sv_pure 0 +g_gametype 2 +map ammodepot 
                  -- OR --
                "C:\Program Files\Wolfenstein - Enemy Territory\ET.exe" +set fs_game fritzbot +sv_pure 0 +g_gametype 4 +campaign ammodepot_3

	     And read below how setting Fritzbot_BalanceIt changes the game play if you want to vary the balance or play.

             
CONTENTS:                         
 Length      Date     Time    Name
 ------      ----     ----    ----
  11375   13-09-2007  14:41   bots/scripts/ammodepot.aiscript
  19923   16-09-2007  20:00   bots/maps/ammodepot.nav

    511   27-05-2007  12:53   configs/ammodepot.bots
    116   14-08-2007  20:58   configs/ammodepot.cfg

          15-09-2007          README-_ammodepot_rev0.96.txt

  26052   16-09-2007  20:02   maps/ammodepot.script
   2268   13-09-2007  10:31   maps/ammodepot.objdata

   1423   15-09-2007  14:18   sounds/maps/ammodepot.sps


CHANGES:
	 0.97 released September 16, 2007 to the bindlestiff by TomTom
	    - Added a collector lane path under the Dock JIC
	    - Route changes and testing: 
		Added a new route 10 at dock, 
		Removed 2 actions from secondary route 1 that should not have be copied from the master.  
		Made hill top alt-roam only active with group 17 (i.e. when bunker entrance open?)
		removed a few actions from axis spawn routes that made no sense being in the routes (2, 3..)
	    - Added a missing water speaker at the dock using the in game editspeaker.
	    - Some radii  and other tweaks, (ladder node 197 flag reset and moved up so bots jump over step)
	    - Corrected the balance testing cvars so they are no longer double the actual counts
	    - Added case with Fritzbot_BalanceIt = 3 for those who want something more like a classic 
		single ammo objective game.
		So Fritzbot_BalanceIt = 0 means both ammo objectives must be blown
		Fritzbot_BalanceIt = 1 means that if one is blown allies must have completed 2 lesser objectives
		(i.e. antenna and cp) or must blow both for a fast win.
		Fritzbot_BalanceIt = 2 undefined
		Fritzbot_BalanceIt = 3 means that if either ammo obj is blown allies immediately win.
	 0.96 Final BETA September 15, 2007 by TomTom.
	    - Added 2 limbo cameras that the mapper forgot for the command post.  
	      Also corrected the wm_objective_status error that credited the builder of the CP 
	      with the sandbarrier objective.  And I have added some speakers that IMO the mapper forgot.
	    - Added a new ammo dynamite objective at the back of the dock with the ammo shipment.
	      This new big shells ammo action is designed to have better response for defusing by axis engrs.
	      The fast win requires both ammo objectives dynamited.  On timeout Allies can still win if they have 
	      one ammo supply blown and have destroyed the anttena base and own the command post (requires
	      the cvar Fritzbot_balanceIt be equal to 1).  
	      Through trial and error I have added such effects that I could find workable from a scriptfile.
	      Note: there is a risk that the method for promoting the defuse by activating the construct-dyno-defuse
	      combo action 110 may result in Allied engr zombies for upto 28 seconds if both defences are built
	      at the time.  The likelyhood of this combination is consider to be of very low incidence.
	    - Added new aircan actions and adjusted the others to be more effective.  
	      Allies will now purposely do aircan damage on the mgnest by the 'anttena' base ladder.
	    - Added the balance testing cvars to the script file.
	    - reworked for reuse some actions that tested as not being used (e.g. defuse only actions at anttena)
	    - A few minor tweaks radii etc. spelling corrections
	    - S.O. balance testing has been very good so far 7on7

	 0.10 Beta TomTom Mar 10, 2007
	     - Edit on routes radii and centers.  Other route tweaks, new routes.
	     - Increased priority of allied mg for sand barrier fight
	     - new path to sewer to decrease effect of reverse traffic
	     - put back regular defuse on ammo and antenna dyno actions
	     - One camp added for a medic to optionally stay back till antitank doors blown.
             - added alternate axis mobilemg camp to cover gate from 2nd floor corner to keep soldier from going down ladder as much
	     - corrected mine 118 group vs goal, increased radius of some mine plants
	     - New snipe and mg camp just for more variation
	     - tweaked connections near axis h&a
	     - more ladder related tweaks
	     - if allies blow the antenna then gave the axis 25 sec respawn (normally axis 30 allies 20) for balance.
	     - moved debug wm_announcements to just console prints
	     - tested and passed campaign cvar balance test at 9 vs 9
	     - shorten overlong campaign descriptions
	 0.06 WIP TomTom Feb 28 2007
	     - Tightened up defense especially behind sandbarrier to compensate for poor depot defuse actions. 
		mobile mg actions moved, some actions changed group
	 0.05 WIP TomTom Feb 28 2007
	     - Oops got to campaign testing and turns out ammodepot is one of those maps that can't start a campaign. 
		so i modified the campaign files 
	     - 4 path changes to decrease fall damage (verified)
	     - separated defuses from dyno plants on ammo and radio 'anttena' so they bots can defuse during whole game (to verify)
	     - multiple difuse actions to cover all area of 'anttena' base.
	     - added missing group 15 deactivation to upper wire thingy.
	 0.04 WIP TomTom Feb 26 2007
	     - Forgot to kill the end of warmup no goal messages, so They should be gone now (see action 39, 104)
	     - 2 smoke can actions added
	     - moved action 54 aircan (To Do-eval)
	     - more ladder and path tweaks
	     - experimental use of action_plant_construct at ammo shipment action 4. (prone 1 so as high priority defuse?)
	     - added a goal zero defuse on the ammo shipment and antenna JIC (action_linked for the radio other not as experiment)
	     - Scripted permanently open upper bunker hatch if antenna base is blow (experimental)
	 0.03 WIP TomTom Feb 24 2007
	     - Added allied camps to kill the no goals in group 5, 9
	     - added group values or activateActions to actions #85, 64, and 9
	     - various tweaks, to nodes, near team door by depot gate, anttena(sic) base etc.
	     - added allied mine actions to protect CP
	     - new bots file for beta etc.
 	 0.02 WIP TomTom feb 23 2007
	     - Major cleanup, regrouping to strict aiscript control
	     - rework of problem ladders
	     - found the very limited areas permitting mines
	     - broke up groups inside depot to avoid zombies
	     - minor other tweaks, new camps
	 0.01 more WIP	- by TomTom
	     - some ladder fixes
         0.00 Initial WIP snapshot - by TomTom 


         

KNOWN BUGS:
         (Tested on FritzBot rev. 0.70b FINAL)
	 (1) Axis engrs somewhat ineffective in defusing ammo shipment, (fixed in so far as it can without reducing the priority of the other defences)
	 (2) Occasional traffic jams in narrow axis hallways, ladders
	 (3) Version 1 of map lacks water in corner of sewer, version 2 has a couple of missing shaders
		shader models/mapobjects/blitz_sd/blitzbody3
		shader models/mapobjects/blitz_sd/blitzwheelsb

TO DO:  maybe
        (1) maybe more routes,  check for axis soldier retracing back in depot 
        (5) check down direction of minor ladders (above cp to tweak)
	(6) Balance testing (pretty good but how much do large teams etc changes it?)
	(7) Keep looking for stickies, if any (seen allied engrs at cp spawn wait for dynamite at gates to blow for 2-3 seconds, guess that is normal bot behaviour)


Copyrights:
NOTE THIS WAYPOINTING IS IN PART DEPENDANT UPON THE WORK OF THE ORIGINAL
MAPPER Storm Rising (Marco Valenzuela)
Accordingly this work and any work derived from these files must include and 
respect the original copyright(s). (where applicable)

All copyrights and trademarks are the respective property of their owners.
Original Map and script file by Storm Rising (Marco Valenzuela)

"legal:
This map took me 3 months to build from scratch, I don't say it's the best but 
I love playing it and so do my friends so I want you to enjoy it as well."
Lunarpost@sbcgloba.net
Lunarpost@earthlink.net
