global Map =
{
	Flag_gold = "FLAG_gold",
	Cappoint_truck = "CAPPOINT_truck",
	Build_Command_Post = "BUILD_Command_Post",
	Build_Truck = "BUILD_Truck",
	Build_door = "BUILD_door",
	Plant_Command_Post = "PLANT_Command_Post",
	Plant_Gate = "PLANT_Gate",
	Plant_door = "PLANT_door",
	Mover_truck = "MOVER_truck",

	truck_at_barrier = false,
	truck_past_barrier = false,
	barrier_up = false,
	gate_destroyed = false,
	gold_secured = false,

	Axis_Command_Post_Built = function()
	{
		Util.MapDebugPrint( "Axis_Command_Post_Built" );
	},

	Allied_Command_Post_Built = function()
	{
		Util.MapDebugPrint( "Allied_Command_Post_Built" );
	},

	Truck_Built = function()
	{
		Util.MapDebugPrint( "Truck_Built" );
	},

	truck_construct_Damaged = function()
	{
		Util.MapDebugPrint( "truck_construct_Damaged" );
	},

	door_Built = function()
	{
		SetGoalRole("ROUTE_Gold_West", ROLE.INFILTRATOR);

		Util.MapDebugPrint( "door_Built" );
	},

	Axis_Command_Post_Destroyed = function()
	{
		Util.MapDebugPrint( "Axis_Command_Post_Destroyed" );
	},

	Allied_Command_Post_Destroyed = function()
	{
		Util.MapDebugPrint( "Allied_Command_Post_Destroyed" );
	},

	Gate_Destroyed = function()
	{

		Map.gate_destroyed = true;
		SetAvailableMapGoals( TEAM.ALLIES, true, "ESCORT_truck" );
		SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_gate.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_hill.*" );
		Util.MapDebugPrint( "Gate_Destroyed" );
	},

	door_Destroyed = function()
	{

		ClearGoalRole("ROUTE_Gold_West", ROLE.INFILTRATOR);

		Util.MapDebugPrint( "door_Destroyed" );
	},

	gold_Taken = function()
	{
		// only have the thread running when needed
		if ( !Map.UpdateCappointThread ) {
			Map.UpdateCappointThread = thread(Map.UpdateCappoint);
		}

		SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_GOLD.*" );

		Util.MapDebugPrint( "gold_Taken" );
	},

	gold_Returned = function()
	{
		// kill the the thread, since updating the position is pointless
		if ( Map.UpdateCappointThread ) {
			threadKill(Map.UpdateCappointThread);
			Map.UpdateCappointThread = null;
		}

		SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_GOLD.*" );

		Util.MapDebugPrint( "gold_Returned" );
	},

	gold_Captured = function()
	{
		// on successful cap, kill the update thread
		if ( Map.UpdateCappointThread ) {
			threadKill(Map.UpdateCappointThread);
			Map.UpdateCappointThread = null;
		}

		SetAvailableMapGoals( TEAM.ALLIES, false, {
			"PLANT_door",
			"FLAG_gold",
			"CAPPOINT_truck",
		});
		SetAvailableMapGoals( TEAM.AXIS, false, "BUILD_door" );
		Util.SetMaxUsersInProgress( 2, "ESCORT_truck" );
		Map.gold_secured = true;
		Map.UpdateSwitch();

		Util.MapDebugPrint( "gold_Captured" );
	},

	UpdateCappointThread = null,
    UpdateCappoint = function()
    {
        if(!Map.TruckGoal) { Map.TruckGoal = GetGoal("MOVER_truck"); }

        // / bot sgn 200 true in 0.71 while standing where the deliver spot is will show offset in console
		Map.CappointOffset = Vector3(0,-160,-30);

		if ( !Map.TruckGoal ) {
			Util.MapDebugPrint("UpdateCappoint: Invalid Vehicle Goalname!");
			Map.UpdateCappointThread = null;
			return;
		}

		if (!Map.CappointGoal) { Map.CappointGoal = GetGoal("CAPPOINT_truck"); }

		if (!Map.CappointGoal) {
			Util.MapDebugPrint("UpdateCappoint: Invalid Cappoint Goalname!");
			Map.UpdateCappointThread = null;
			return;
		}

		moverEnt = Map.TruckGoal.GetEntity();
		// the main loop that updates the cappoint position
		while(1) {
		moverPos = Map.TruckGoal.GetPosition();

		// update the position only if the truck has moved
		if ( moverPos != Map.TruckPosition ) {
			Map.TruckPosition = moverPos;
			newCapPos = GetEntityWorldSpace(moverEnt,Map.CappointOffset);
			Util.SetGoalPosition(newCapPos.x, newCapPos.y, newCapPos.z, "CAPPOINT_truck");

			// toggle availability so they repath
			SetAvailableMapGoals( TEAM.ALLIES, false, "CAPPOINT_truck" );
			sleep(0.5);
			SetAvailableMapGoals( TEAM.ALLIES, true, "CAPPOINT_truck" );
		}
		sleep(0.5);
        }
    },

	UpdateSwitch = function()
    {
        // disable it immediately first

			SetAvailableMapGoals( TEAM.AXIS, false, "SWITCH_barrier" );
			SetAvailableMapGoals( TEAM.ALLIES, false, "SWITCH_barrier.*" );

        if ( Map.truck_past_barrier == true ) {

			SetAvailableMapGoals( TEAM.AXIS, false, "SWITCH_barrier" );
			SetAvailableMapGoals( TEAM.ALLIES, false, "SWITCH_barrier.*" );
			SetAvailableMapGoals( TEAM.ALLIES, true, "ESCORT_truck" );
			Util.MapDebugPrint( "Switch_Inactive" );
			return;
        }

		else if ( Map.barrier_up == true ) {

			SetAvailableMapGoals( TEAM.AXIS, true, "SWITCH_barrier" );
			SetAvailableMapGoals( TEAM.ALLIES, false, "SWITCH_barrier.*" );
			SetAvailableMapGoals( TEAM.ALLIES, true, "ESCORT_truck" );
			Util.MapDebugPrint( "Switch_Axis" );
			return;
        }

		else if ( Map.barrier_up == false && Map.truck_at_barrier == true ) {

			if ( Map.gold_secured == false ) {

			SetAvailableMapGoals( TEAM.AXIS, false, "SWITCH_barrier" );
			SetAvailableMapGoals( TEAM.ALLIES, false, {
				"SWITCH_barrier.*",
				"ESCORT_truck",
			});
			Util.MapDebugPrint( "Switch_waiting_gold" );
			return;
			}
			SetAvailableMapGoals( TEAM.AXIS, false, "SWITCH_barrier" );
			SetAvailableMapGoals( TEAM.ALLIES, true, "SWITCH_barrier.*" );
			SetAvailableMapGoals( TEAM.ALLIES, false, "ESCORT_truck" );
			Util.MapDebugPrint( "Switch_Allies" );
			return;
        }

		Util.MapDebugPrint( "switch_None" );
    },

    switch_Lowered = function()
    {
        Map.barrier_up = false;
        Map.UpdateSwitch();
        Util.MapDebugPrint( "switch_Lowered" );
    },

    switch_Raised = function()
    {
        Map.barrier_up = true;
        Map.UpdateSwitch();
        Util.MapDebugPrint( "switch_Raised" );
    },

	truck_at_gate =
 	{
 		TriggerOnEntity = GetGoal("MOVER_truck").GetEntity(),
 		OnEnter = function(ent)
 		{
		if ( Map.gate_destroyed == false ) {

			SetAvailableMapGoals( TEAM.ALLIES, false, "ESCORT_truck" );
			SetGoalPriority( "PLANT_Gate", 0.85 );
			}
			Util.MapDebugPrint( "truck_at_gate" );
		},
 		OnExit = function(ent)
 		{
		SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_gate.*" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_hill.*" );
		SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_gate.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_hill.*" );
		Util.MapDebugPrint( "truck_passed_gate" );
 		},
	},

    truck_at_barrier =
	{
 		TriggerOnEntity = GetGoal("MOVER_truck").GetEntity(),
 		OnEnter = function(ent)
		{
        Map.truck_at_barrier = true;
        Map.UpdateSwitch();
		SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_hill.*" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_switch.*" );
		SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_hill.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_switch.*" );
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"BUILD_Command_Post",
			"PLANT_Command_Post",
		});
		SetGoalPriority( "BUILD_Command_Post", 0.8 );
		SetGoalPriority( "PLANT_Command_Post", 0.8 );
		Util.ChangeSpawn(TEAM.AXIS, 3);
        Util.MapDebugPrint( "truck_at_barrier" );
		},
    },

    truck_past_barrier =
	{
 		TriggerOnEntity = GetGoal("MOVER_truck").GetEntity(),
 		OnEnter = function(ent)
		{
        Map.truck_past_barrier = true;
        Map.UpdateSwitch();
		SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_switch.*" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_track.*" );
		SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_switch.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, "DEFEND_track.*" );
		Util.DisableGoal("BUILD_Command_Post");
		Util.DisableGoal("PLANT_Command_Post");
        Util.MapDebugPrint( "truck_past_barrier" );
		},
	},

	first_corner =
	{
 		TriggerOnEntity = GetGoal("MOVER_truck").GetEntity(),
 		OnEnter = function(ent)
		{
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"CALLARTILLERY_Barn_Exit",
			"ARTILLERY_S_1st_Corner",
		});
        Util.MapDebugPrint( "first_corner_enter" );
		},
	},

	gate_downhill =
	{
 		TriggerOnEntity = GetGoal("MOVER_truck").GetEntity(),
 		OnEnter = function(ent)
		{
		SetAvailableMapGoals( TEAM.AXIS, false, "ARTILLERY_S_1st_Corner" );
		SetAvailableMapGoals( TEAM.AXIS, true, "ARTILLERY_S_Gate_Entry.*" );
        Util.MapDebugPrint( "gate_downhill_entry" );
		},
		OnExit = function(ent)
		{
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"CALLARTILLERY_Barn_Exit",
			"ARTILLERY_S_Gate_Entry.*",
		});
		Util.MapDebugPrint( "gate_downhill_exit" );
		},
	},

	gate_past =
	{
 		TriggerOnEntity = GetGoal("MOVER_truck").GetEntity(),
 		OnEnter = function(ent)
		{
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"CALLARTILLERY_Gate_Exit",
			"ARTILLERY_S_Gate_Exit.*",
		});
        Util.MapDebugPrint( "gate_past_entry" );
		},
	},

	hill_area =
	{
 		TriggerOnEntity = GetGoal("MOVER_truck").GetEntity(),
 		OnEnter = function(ent)
		{

		SetAvailableMapGoals( TEAM.AXIS, false, {
			"CALLARTILLERY_Gate_Exit",
			"ARTILLERY_S_Gate_Exit.*",
		});
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"CALLARTILLERY_Hill",
			"ARTILLERY_S_Hill.*",
		});
        Util.MapDebugPrint( "hill_area_entry" );
		},
		OnExit = function(ent)
		{
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"CALLARTILLERY_Hill",
			"ARTILLERY_S_Hill.*",
		});
		Map.ASTruck(1.0);
		Util.MapDebugPrint( "hill_area_exit" );
		},
	},

	gold_door =
	{
 		TriggerOnEntity = GetGoal("MOVER_truck").GetEntity(),
 		OnEnter = function(ent)
		{
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"CALLARTILLERY_Gold",
			"ARTILLERY_S_Gold.*",
		});
		Map.ASTruck(0);
        Util.MapDebugPrint( "gold_door_entry" );
		},
		OnExit = function(ent)
		{
		SetAvailableMapGoals( TEAM.AXIS, false, {
			"CALLARTILLERY_Gold",
			"ARTILLERY_S_Gold.*",
		});
		Util.MapDebugPrint( "gold_door_exit" );
		},
	},

	final_section =
	{
 		TriggerOnEntity = GetGoal("MOVER_truck").GetEntity(),
 		OnEnter = function(ent)
		{
		SetAvailableMapGoals( TEAM.ALLIES, false, "ATTACK_track.*" );
		SetAvailableMapGoals( TEAM.ALLIES, true, "ATTACK_final.*" );
		SetAvailableMapGoals( TEAM.AXIS, false, "DEFEND_track.*" );
		SetAvailableMapGoals( TEAM.AXIS, true, {
			"DEFEND_final.*",
			"CALLARTILLERY_Final",
			"ARTILLERY_S_Final.*",
		});
        Util.MapDebugPrint( "final_section_entry" );
		},
		OnExit = function(ent)
		{
		Map.ASTruck(1.0);
		},
	},

	ASTruck = function(bias)
	{
		w = GetWeapon(WEAPON.SMOKE_MARKER);
		w.PrimaryFire.SetTargetBias(CLASS.VEHICLE_HVY, bias);
	},
};

global OnMapLoad = function()
{

	OnTrigger( "Axis Command Post constructed. Charge speed increased!", Map.Axis_Command_Post_Built );
	OnTrigger( "Allied Command Post constructed. Charge speed increased!", Map.Allied_Command_Post_Built );
	OnTrigger( "The Truck has been repaired!", Map.Truck_Built );
	OnTrigger( "The Truck has been damaged!", Map.truck_construct_Damaged );
	OnTrigger( "Axis team has built the door!", Map.door_Built );
	OnTrigger( "Allied team has destroyed the Axis Command Post!", Map.Axis_Command_Post_Destroyed );
	OnTrigger( "Axis team has destroyed the Allied Command Post!", Map.Allied_Command_Post_Destroyed );
	OnTrigger( "^3Allies have breached the Fortress Forward Gate!", Map.Gate_Destroyed );
	OnTrigger( "Allied team has destroyed the door!", Map.door_Destroyed );
	OnTrigger( "Allies have stolen The Gold Bar!", Map.gold_Taken );
	OnTrigger( "Flag returned gold!", Map.gold_Returned );
	OnTrigger( "goldrush_allies_gold1_secured", Map.gold_Captured );
	OnTrigger( "Track Switch raised!", Map.switch_Raised );
	OnTrigger( "Track Switch lowered!", Map.switch_Lowered );

	Truck1 = OnTriggerRegion(AABB(-3077.660,2824.154,-96.875,-2973.625,3054.917,-22.764),Map.truck_at_gate);
	Truck2 = OnTriggerRegion(AABB(-1686.264,163.647,191.667,-1414.875,402.211,318.203),Map.truck_at_barrier);
	Truck3 = OnTriggerRegion(AABB(-1601.699,212.257,191.511,-1445.687,267.899,265.917),Map.truck_past_barrier);
	Truck4 = OnTriggerRegion(AABB(-5277.230,2753.093,124.426,-5110.675,3034.076,213.072),Map.first_corner);
	Truck5 = OnTriggerRegion(AABB(-4815.136,2807.074,-39.038,-4061.106,3068.452,166.423),Map.gate_downhill);
	Truck6 = OnTriggerRegion(AABB(-2357.467,2759.076,-94.875,-1719.416,3064.104,-9.294),Map.gate_past);
	Truck7 = OnTriggerRegion(AABB(-1645.833,1710.156,-91.442,-1375.074,2761.936,219.862),Map.hill_area);
	Truck8 = OnTriggerRegion(AABB(-1617.294,-415.237,193.137,-1362.685,64.677,271.469),Map.gold_door);
	Truck9 = OnTriggerRegion(AABB(-1666.738,-1519.600,201.125,-1058.406,-1227.014,283.766),Map.final_section);


	Util.DisableGoal(".*");
	Util.EnableGoal("ROUTE.*");
	Util.AddInvVehicle("MOVER_truck");


	SetAvailableMapGoals( TEAM.ALLIES, true, {
		"ESCORT_truck",
		"FLAG_gold",
		"CAPPOINT_truck",
		"BUILD_Command_Post",
		"PLANT_Command_Post",
		"PLANT_Gate",
		"PLANT_door",
		"ATTACK_gate.*",
	});

	SetAvailableMapGoals( TEAM.AXIS, true, {
		"DEFEND_gold.*",
		"DEFEND_gate.*",
		"BUILD_Command_Post",
		"PLANT_Command_Post",
		"BUILD_door",
	});

	Map.ASTruck(0);

	Util.SetMaxUsersInProgress( 1, "DEFEND_.*" );
	Util.SetMaxUsersInProgress( 1, "ESCORT_truck" );
	Util.SetGoalOffset( -50, 0, 0, "PLANT_door" );
	SetGoalPriority( "ESCORT_truck", 0.81 );
	SetGoalPriority( "SWITCH_barrier", 0.81 );
	SetGoalPriority( "PLANT_Command_Post", 0.95, 0, CLASS.COVERTOPS, true );
	SetGoalPriority( "DEFEND_gold.*", 0.51 );
	SetGoalPriority( "DEFEND_gold.*", 0.49, TEAM.AXIS, CLASS.FIELDOPS, true );

	MapRoutes =
	{
		FLAG_gold =
		{
			ROUTE_Allied_Spawn  =
			{
				ROUTE_Center  =
				{
					ROUTE_hill_top_corner  =
					{
						ROUTE_Gold_North  =
						{
						},
						ROUTE_Gold_West  =
						{
						},
					},
					ROUTE_Switch_Exit  =
					{
						ROUTE_Gold_North  =
						{
						},
						ROUTE_Gold_West  =
						{
						},
					},
					ROUTE_Far_Exit  =
					{
						ROUTE_Gold_West  =
						{
						},
						ROUTE_Gold_South  =
						{
						},
					},
				},
			},
			ROUTE_Comm_Post_Spawn  =
			{
				ROUTE_hill_top_corner  =
				{
					ROUTE_Gold_North  =
					{
					},
					ROUTE_Gold_West  =
					{
					},
				},
				ROUTE_Middle  =
				{
					ROUTE_Switch_Exit  =
					{
						ROUTE_Gold_North  =
						{
						},
						ROUTE_Gold_West  =
						{
						},
					},
					ROUTE_Far_Exit  =
					{
						ROUTE_Gold_South  =
						{
						},
						ROUTE_Gold_West  =
						{
						},
					},
				},
			},
		},
		ATTACK_gate_1 =
		{
			ROUTE_Allied_Spawn  =
			{
				ROUTE_Corner_One  =
				{
				},
				ROUTE_Center  =
				{
					ROUTE_barn_door  =
					{
					},
				},
			},
			ROUTE_Comm_Post_Spawn  =
			{
				ROUTE_Middle  =
				{
					ROUTE_Center  =
					{
					},
				},
				ROUTE_barn_door  =
				{
				},
			},
		},
		ATTACK_hill_1 =
		{
			ROUTE_Allied_Spawn  =
			{
				ROUTE_Center  =
				{
					ROUTE_Switch_Exit  =
					{
					},
					ROUTE_hill_top_corner  =
					{
					},
				},
			},
			ROUTE_Comm_Post_Spawn  =
			{
				ROUTE_Middle  =
				{
					ROUTE_Switch_Exit  =
					{
					},
				},
				ROUTE_hill_top_corner  =
				{
				},
			},
		},
		ATTACK_switch_1 =
		{
			ROUTE_Allied_Spawn  =
			{
				ROUTE_Center  =
				{
					ROUTE_hill_top_corner  =
					{
					},
					ROUTE_Switch_Exit  =
					{
					},
				},
			},
			ROUTE_Comm_Post_Spawn  =
			{
				ROUTE_Middle  =
				{
					ROUTE_Switch_Exit  =
					{
					},
					ROUTE_Far_Exit  =
					{
					},
				},
				ROUTE_hill_top_corner  =
				{
				},
			},
		},
		ATTACK_track_1 =
		{
			ROUTE_Allied_Spawn  =
			{
				ROUTE_hill_top_corner  =
				{
				},
				ROUTE_Switch_Exit  =
				{
				},
				ROUTE_Far_Exit  =
				{
				},
			},
			ROUTE_Comm_Post_Spawn  =
			{
				ROUTE_hill_top_corner  =
				{
				},
				ROUTE_Switch_Exit  =
				{
				},
				ROUTE_Far_Exit  =
				{
				},
			},
		},
		ATTACK_final_1 =
		{
			ROUTE_Allied_Spawn  =
			{
				ROUTE_Switch_Exit  =
				{
				},
				ROUTE_Far_Exit  =
				{
				},
			},
			ROUTE_Comm_Post_Spawn  =
			{
				ROUTE_Switch_Exit  =
				{
				},
				ROUTE_Far_Exit  =
				{
				},
			},
		},
		DEFEND_gate_1 =
		{
			ROUTE_Axis_Spawn  =
			{
				ROUTE_Axis_Exit_North  =
				{
					ROUTE_hill_top_corner  =
					{
					},
				},
				ROUTE_Axis_Exit_South  =
				{
					ROUTE_Gold_West_Axis  =
					{
						ROUTE_Center  =
						{
						},
					},
				},
			},
			ROUTE_Comm_Post_Spawn  =
			{
				ROUTE_barn_door  =
				{
				},
				ROUTE_Middle  =
				{
					ROUTE_Center  =
					{
					},
				},
			},
		},
		DEFEND_hill_1 =
		{
			ROUTE_Axis_Spawn  =
			{
				ROUTE_Axis_Exit_North  =
				{
				},
				ROUTE_Axis_Exit_South  =
				{
					ROUTE_Gold_West_Axis  =
					{
					},
				},
			},
			ROUTE_Comm_Post_Spawn  =
			{
				ROUTE_hill_top_corner  =
				{
				},
				ROUTE_Middle  =
				{
					ROUTE_Switch_Exit  =
					{
					},
				},
			},
		},
		DEFEND_gold_1 =
		{
			ROUTE_Axis_Spawn  =
			{
				ROUTE_Axis_Exit_North  =
				{
				},
				ROUTE_Axis_Exit_South  =
				{
				},
			},
			ROUTE_Comm_Post_Spawn  =
			{
				ROUTE_hill_top_corner  =
				{
					ROUTE_Gold_North  =
					{
					},
					ROUTE_Gold_West_Axis  =
					{
					},
				},
				ROUTE_Middle  =
				{
					ROUTE_Switch_Exit  =
					{
						ROUTE_Gold_North  =
						{
						},
						ROUTE_Gold_West_Axis  =
						{
						},
					},
				},
			},
		},
		DEFEND_switch_1 =
		{
			ROUTE_Axis_Spawn  =
			{
				ROUTE_Axis_Exit_North  =
				{
					ROUTE_Gold_North  =
					{
					},
					ROUTE_Gold_West_Axis  =
					{
					},
				},
				ROUTE_Axis_Exit_South  =
				{
					ROUTE_Gold_South  =
					{
						ROUTE_Final_Corner =
						{
						},
					},
					ROUTE_Gold_West_Axis  =
					{
					},
				},
			},
		},
		DEFEND_track_1 =
		{
			ROUTE_Axis_Spawn  =
			{
				ROUTE_Axis_Exit_North  =
				{
					ROUTE_Gold_West  =
					{
					},
					ROUTE_Gold_South  =
					{
						ROUTE_Final_Corner =
						{
						},
					},
				},
				ROUTE_Axis_Exit_South  =
				{
					ROUTE_Gold_West_Axis =
					{
					},
					ROUTE_Gold_South  =
					{
						ROUTE_Final_Corner =
						{
						},
					},
				},
			},
		},
		DEFEND_final_1 =
		{
			ROUTE_Axis_Spawn  =
			{
				ROUTE_Axis_Exit_North  =
				{
					ROUTE_Gold_West  =
					{
					},
					ROUTE_Gold_South  =
					{
					},
				},
				ROUTE_Axis_Exit_South  =
				{
					ROUTE_Gold_West  =
					{
					},
					ROUTE_Gold_South  =
					{
					},
				},
			},
		},
		PLANT_Command_Post =
		{
			ROUTE_Allied_Spawn  =
			{
				ROUTE_Comm_Post_Top_Entry  =
				{
				},
				ROUTE_Switch_Exit  =
				{
					ROUTE_Comm_Post_Bottom_Entry  =
					{
					},
				},
				ROUTE_Comm_Post_Door  =
				{
				},
			},
			ROUTE_Axis_Spawn  =
			{
				ROUTE_Comm_Post_Top_Entry  =
				{
				},
				ROUTE_Comm_Post_Bottom_Entry  =
				{
				},
				ROUTE_Comm_Post_Door_Axis  =
				{
				},
			},
		},
	};

	MapRoutes.ATTACK_gate_2 = MapRoutes.ATTACK_gate_1;
	MapRoutes.ATTACK_gate_3 = MapRoutes.ATTACK_gate_1;
	MapRoutes.ATTACK_gate_4 = MapRoutes.ATTACK_gate_1;
	MapRoutes.ATTACK_hill_2 = MapRoutes.ATTACK_hill_1;
	MapRoutes.ATTACK_hill_3 = MapRoutes.ATTACK_hill_1;
	MapRoutes.ATTACK_hill_4 = MapRoutes.ATTACK_hill_1;
	MapRoutes.ATTACK_switch_2 = MapRoutes.ATTACK_switch_1;
	MapRoutes.ATTACK_switch_3 = MapRoutes.ATTACK_switch_1;
	MapRoutes.ATTACK_switch_4 = MapRoutes.ATTACK_switch_1;
	MapRoutes.SWITCH_barrier = MapRoutes.ATTACK_switch_1;
	MapRoutes.ATTACK_track_2 = MapRoutes.ATTACK_track_1;
	MapRoutes.ATTACK_track_3 = MapRoutes.ATTACK_track_1;
	MapRoutes.ATTACK_track_4 = MapRoutes.ATTACK_track_1;
	MapRoutes.ATTACK_final_2 = MapRoutes.ATTACK_final_1;
	MapRoutes.ATTACK_final_3 = MapRoutes.ATTACK_final_1;
	MapRoutes.ATTACK_final_4 = MapRoutes.ATTACK_final_1;
	MapRoutes.DEFEND_gold_2 = MapRoutes.DEFEND_gold_1;
	MapRoutes.DEFEND_gold_3 = MapRoutes.DEFEND_gold_1;
	MapRoutes.DEFEND_gold_4 = MapRoutes.DEFEND_gold_1;
	MapRoutes.BUILD_door = MapRoutes.DEFEND_gold_1;
	MapRoutes.DEFEND_gate_2 = MapRoutes.DEFEND_gate_1;
	MapRoutes.DEFEND_gate_3 = MapRoutes.DEFEND_gate_1;
	MapRoutes.CALLARTILLERY_Barn_Exit= MapRoutes.DEFEND_gate_1;
	MapRoutes.DEFEND_hill_2 = MapRoutes.DEFEND_hill_1;
	MapRoutes.DEFEND_hill_3 = MapRoutes.DEFEND_hill_1;
	MapRoutes.DEFEND_hill_4 = MapRoutes.DEFEND_hill_1;
	MapRoutes.CALLARTILLERY_Gate_Exit= MapRoutes.DEFEND_gate_1;
	MapRoutes.CALLARTILLERY_Hill = MapRoutes.DEFEND_hill_1;
	MapRoutes.DEFEND_switch_2 = MapRoutes.DEFEND_switch_1;
	MapRoutes.DEFEND_switch_3 = MapRoutes.DEFEND_switch_1;
	MapRoutes.DEFEND_switch_4 = MapRoutes.DEFEND_switch_1;
	MapRoutes.DEFEND_track_2 = MapRoutes.DEFEND_track_1;
	MapRoutes.DEFEND_track_3 = MapRoutes.DEFEND_track_1;
	MapRoutes.DEFEND_track_4 = MapRoutes.DEFEND_track_1;
	MapRoutes.DEFEND_final_2 = MapRoutes.DEFEND_final_1;
	MapRoutes.DEFEND_final_3 = MapRoutes.DEFEND_final_1;
	MapRoutes.DEFEND_final_4 = MapRoutes.DEFEND_final_1;
	MapRoutes.CALLARTILLERY_Final = MapRoutes.DEFEND_final_1;

	Util.Routes(MapRoutes);

	Util.MapDebugPrint( "OnMapLoad" );
};
