FILE NAME: 
		Fritz_Temple_final_Rel1.09.1.zip

MAP NAME:  
		Temple_final

REVISION:  
		1.09.1 (Branch)

RELEASE DATE:  
		Sept 20, 2009

AUTHOR:  
		the bindlestiff (various minor stuff; Crapshoot, TomTom)

DESCRIPTION:  
		Waypoint files for the map Temple_final

MAP LINKS:
		http://returntocastlewolfenstein.filefront.com/file/Desert_Temple_Final;22839

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

HIGHLIGHTS: 
		Desert Temple Final
		Allied troops have been sent deep into the Algerian desert to investigate reports of Axis activity around an ancient temple, purported to contain gold relics.  They must repair a damaged tank and build a bridge to get it across a deep, water-filled canyon.  The only exit from the canyon, should you fall in, is via an underwater entrance to a well that leads up to the Axis side of the canyon.  Once the tank is across the canyon it must be pass through two narrow choke-points where the Axis have built heavily-defended barriers.  If the Allies succeed in getting the tank to the temple, its cannon will blow the temple doors open so they can enter.  Then they must find their way through the passageways to the room where the gold is located.  There are tunnels that can be used to escape with the gold and return it to the tank, but beware of the pits and traps that abound.

USAGE:
	Find the map Temple_final on the web and place it into the \etmain folder.
	One source for the map is:  http://returntocastlewolfenstein.filefront.com/file/Desert_Temple_Final;22839

	Place the waypoint file Fritz3_1.00.pk3 or Fritz_Temple_final_Rel1.09.1.zip into the \fritzbot folder, 
	overwriting any older versions.

	From the Fritzbot ET Start menu Select map Temple_final

                            -- OR --

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

                            -- 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 Temple_final


CONTENTS:
 	Length	Date		Time		Name
 	------  -----------	-------		--------
 	39.347	20/09/2000	18:01		\bots\maps\Temple_final.nav
 	13,637	28/08/2009	01:09		\bots\scripts\Temple_final.aiscript
 	66.178	20/09/2009	18:28 		\maps\Temple_final.script
 	688	12/10/2006	20:05 		\configs\Temple_final.bots
 	108	20/09/2009	18:31 		\configs\Temple_final.cfg

CHANGES:
	Ver 1.09.1 branch released Sept 12, 2009 by TomTom
		- extend one of the bugfixes to cover humans building the temple wooden barrier early
		and enable the satchel-ing of it if already built when tank opens the temple wall
		- various collector nodes
		- moved one sniper camp to top of arch of initial axis spawn exit.
		  intended to prevent human camping there unmolested when tank is past CP.
		- Added nodes in Allied temple spawn so many respawning bots will stock up at the ammo cabinets.
		- few minor node tweaks
		- map script changes: balanace cvars added, waypoint rev printed to console.

	Ver 1.09 released Oct 27, 2007 by the bindlestiff
		- fixed bug that caused Axis engineers to zombie
	Ver 1.08 released Dec 23, 2006  by the bindlestiff (inside Fritz1_1.00.pk3)
		- fixed bug that caused Allies to zombie if a human Axis engineers builds 
		the wooden barrier before the temple wall is blown
	Ver 1.06
		- Added Crapshoot's "helper" entity to get around the 16 action-test limit.
		- This allows the engineer tank/barrier priority actions to be added.
		- Also allows the Axis MG42 on the temple balcony to be built and used by the bots.
		- Deactivated the command post actions when the tank reaches the fort (keeps the engineers where they're more urgently needed).
	Ver 1.05
		- Added clipping boxes to the well to assist the bots in climbing and getting off the well cable.
		- Removed the dynamite plants, panzer camps & airstrike hints aimed into the canyon (not needed now that the bots can get out by themselves).
	Ver 1.04
		- Changed the Allied spawn at the Church ruins from the original one pad to twelve pads.
		- Gave the Allies the spawn flag when the tank crosses the bridge.
		- Changed the Axis spawn time back to the original 16 sec.
	Ver 1.03
		- Corrected an oversight in the aiscript from the Ver 1.02 changes.
	Ver 1.02
		- Changed the activation of the barrier #2 dynamite plants from when the tank passes barrier #1 to when the tank reaches the fort.
	Ver 1.01
		- Tightened up the pathing around the tank at the temple to ensure that the game ends when a bot gets there with the gold.
	Ver 1.00
		- Increased the phase I time limit from 16 min to 20 min to give the Allied bots more time to get the tank around to the command post.
		- Increased the Axis spawn time from 16 sec to 20 sec until the tank gets to the CP, then it goes back to the original 16 sec.
		- Removed Axis interest in the spawn flag.
		- Removed the spawn flag when the tank gets across the bridge.
		- Added a dynamite plant for the engineers down in the canyon, hoping that they might be able to kill off the swimmers and get them into limbo.
		- Positioned panzer camps and airstrike hints aimed down into the chasm.
		- Fixed the Allies clumping at the tunnel by the spawn flag.
		- Fixed the Allies gathering at barrier #2 early in the game.

KNOWN BUGS:
	(1) Bots do not use levers to operate traps doors

TO DO:
	(1) Balance tests

Copyrights
