AS/DM-INF-Trapped
-----------------
Author: Jason "Jaymian" Julkowski            neojaymian@icqmail.com

Website: www.bartkus.net/chopchop

Installation: Place the .unr file into your INF map folder.
              Place the .utx file into your UT texture folder.
              Place the .uax file into your UT sound folder.
                        
About the map: Terrorists set off an explosion to seal off this area. The military is
               stunned, and cunfused. The military knows they're in danger, and must
               protect the item at all costs. The terrorists want the item, and will
               do anything to get it. As the terrorists, you must silence any witnesses,
               and escape with the item. Be sure to read the missions before starting the
               AS gametype. The house and garage missions are expected to be met with 
               little or no resistance. The item is all the military cares about. They 
               know the terrorists are coming, and may try to intercept them before 
               the terrorists get to the item. The terrorists need to move quickly,
	       because they spawn in the open. The objectives are simple, and linear,
               so I recommend playing with one life per player. Respawns will only
               give defenders better advantage, because terrorists start in open, and
               military starts next to the item. I recommend woodland greens for the 
               military, and black/urban for the terrorists.  
               
 
Other maps by me:  DM-Snipercamp  SFTDM/DM-Motorpool   SFTDM/DM-Restricted  
                   DM-Restrictedunderground  DM-A Case of the Mondays  DOM-TheUnderground
                   SFTDM-Mondays  DM-HuntingCabin  SFTDM/DM-Witka's Wadi  UT/INF-ServerMappack
                   DM-SevernayaBunker  DOM/DM-INF-Severnaya  DM-INF-TheFlood DOM-INF-Domination

Known Errors: Slight bsp in the AS version above the tunnel at certain angles. AS doesn't
              work right for INF right now, so the round won't end when time runs out. 
              Not my fault. Since I worked with a broken AS, I can only hope my map would
              work once AS gets fixed. Also, in the garage, there's a few invisable collision
              errors under the cutlass. It wasn't bad enough to try and fix. This map is on a 
              thin bsp line, so a lot of luck was involved in getting them as good as they are now.  

Bots in AS: You need to tell the bots what to do. They are a little slow. If you don't
            command them to go, they may not do the objectives. This has to do with the
            INF bots, and not my lack of mapping skill. I copied AS-INF-CubanDawn AS settings.
            With more testing, I noticed the bots are just plain retarded. Even when I'd tell
            them to go, they may still just go and fight. It seems more like luck to get a good
            bot to do his job. You may have to do your own dirty work:)
             
Thanks to: The INF team for a great mod. DarkSniper for the train textures. Leo Bartkus for his 
           input and textures. INF developement community for support. Map O matic for his brushes.