FILENAME: 
		Fritz3_1.00.pk3 (or Fritz_et_village_rel1.01.3b.pk3)

MAP NAME:  
		et_village

REVISION:  
		1.01.3b (branch)

RELEASE DATE:  
		August 16, 2009

AUTHOR:  
		420Blunt (some changes by TomTom)

DESCRIPTION:  
		Waypoint files for the map et_village

REQUIRES:  
		FritzBot ET Ver 0.70,  Wolfenstein Enemy Territory Ver. 2.60.

HIGHLIGHTS:
		Small tight fun map, narrow winding streets and courtyards etc.

MAP LINKS:
		http://wolfmap.de/details.php?file_id=750
		http://www.seashadow.it/listing/etmain/et_village.pk3
		http://www.enemyterritory-stuff.net/maps/et_village.rar

USAGE:
	Find the map et_village on the web and place it into the \etmain folder.
	One source for the map is:  http://wolfmap.de/details.php?file_id=750

	Place the waypoint pack Fritz3_1.00.pk3 (or Fritz_et_village_rel1.01.3b.pk3) into the \fritzbot folder.

	From the Fritzbot ET Start menu Select map et_village

                            -- OR --

	Open the console (tilde key) and type /map et_village

                            -- OR --

	Create a shortcut with a command line like (adjust path as required):
	"C:\Program Files\Wolfenstein - Enemy Territory\ET.exe" +set fs_game fritzbot +sv_pure 0 +g_gametype 2 +map et_village


CONTENTS:
 	Length	Date m/d/y	Time			Name
 	------  ----------	---------		--------
 	15,919	8/9/2009	09:31 PM		\bots\maps\et_village.nav
 	3,088	8/9/2009	08:56 PM		\bots\scripts\et_village.aiscript

 	11,056	27/9/2009	03:43 AM		\maps\et_village.script

 	366	3/4/2008	03:05 PM		\configs\et_village.bots
 	87	8/6/2009	09:57 PM		\configs\et_village.cfg

		8/16/2009				README- et_village_rev1.01.3b.txt

CHANGES:
	Ver 1.01.3b branch released, TomTom september 27,2009
		- added waypoint rev print to console
	Ver 1.01.3 branch released, TomTom August 16,2009
		- Oops forgot to include the newer script file, fixed thanks ned.
	Ver 1.01.2 branch released, TomTom August 9,2009
		- After feedback from Nedd3h I have removed the last barbed barrier again, 
		  and created a different initial delaying action on Allied bots.  The short sewer route
		  to the open wall and bedroom will be mostly ignored for the first 32 seconds, 
		  and some bots will come up behind the nearby mg nest (that an axis medic might be manning)
		  restored action 23 to goal zero now the barrier is gone
		- Dyno actions 2 and 6 now are routed similarly to dyno action 5 initially 
		  then after 32 second mostly by shortest route.
		- a collector node has been added on the middle of the CP room stairs to hopefully take a rarely 
		  seen stuck bot off the stairs wall.  
		  node 185 at the bottom of the stairs narrowed a little jic too
	

	Ver 1.01.1 branch released, TomTom August 6,2009
		- Lots of tweaks, node radii cleanup, better jumps through windows, faster down paths on ladders
		- New paths: Allied spawn to broken railing over low arch/opensewer, bedroom window to mg nest, 
		             Alternate far paths in courtyards and graveyard, H&A to initial allied spawn, 
			     Paths up boxes over wall near low arch/opensewer and nearby mg nest
		- Added balance testing cvars in .script and .cfg
		- Restored 1 of 3 barbed barriers to slow allies initially 
		  (bots will shoot it out when the other side stars firing
		- Added smoke actions at crypt and near bedroom window. 
		- Added soldier defend camp in alley near truck, 
		  and cvop camp to cover path from H&A to initial allied spawn.
		  Added short term mg camp medic only near boxes path over wall. and mg non-camp actions,  
		  In same area also new path to broken wall from mg nest, some new secondary routes...
		- Added some new routes for deliver including through initial allied spawn.  
		- Double noded deliver point JIC to avoid rare deliver bug seen in other maps
		- various collector nodes etc.
		- and other small changes I have fotgotten. including letting the axis build the CP at the start of the map... 

	Ver 1.01 420Blunt March 6, 2008
		- Fixed entity on axis landmine action 
	Ver 1.00 420Blunt March 4, 2008
		- Initial release 



KNOWN BUGS:
         (Tested on FritzBot rev. 0.70c final beta)
         (1) Bots do not understand to destroy barbed barrier from a distance so they are poor at removing them
	 (2) I still see an occasionally non-engr bot reverse at alt-roam 58 for no logical reason in the routing AFAICS


TO DO:  Stage 2
	(1) Better Balance, ver1,01,1 just acceptable at 8:4 Axis:Allies 8vs8 (extra bot as panzer)


Copyrights:
NOTE THIS WAYPOINTING IS IN PART DEPENDANT UPON THE WORK OF THE ORIGINAL
MAPPER Patton.
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 Patton  