Reactor Sectors 4 and 6 (ICLR version)
-----------------------
Version 2.5 (ICLR)
28 February 2004

**You need to install all files the original EAS-INF-ReactorSector46 distribution first!** 
(available via combatmaps.de)

Enchanced Assault (EAS) map for Infiltration. Please refer to the attached word document for further description
and diagrams relating to the layout of the map and the objectives.

The following files should be provided in the map zip file, and this is where to put them:

  EAS-INF-ReactorSector46K.unr } UnrealTournament\Infiltration\Maps

  readme_reactors.txt          } put wherever you want!
  RS46_overview.doc            }
  

* original DM maps by Spooger/Islington

Objectives
----------

Intelligence suggests that a critically important new prototype has just been delivered to the objective
(a vast, mostly underground nuclear reactor complex). An assault team has now been assembled to retrieve this
prototype at all costs.

One of the access tunnels to the reactor is relatively insecure, but the reactor itself is well-guarded, and any
attempt to breach this tunnel will immediately trigger the alarms and give the defenders time to bring in 
reinforcements to Sector 6 (where the prototype is being held).

Instead, you are to land an assault team by air next to the Sector 6 complex entrance. Secure the entrance to hinder
the arrival of any reinforcements, and locate and secure the prototype. To do this, you will need to open up the
cargo mover system and bring the prototype into the Sector 6 cargo mover area. Once you have secured the prototype,
our backup team will move in and deal with the extraction of the prototype.

We won't stand a chance of getting out unless you can create a sufficiently large distraction; we believe that
if you can secure the control room and destroy the backup turbine controls, you will be able to cause an explosion
in the reactor big enough to trigger the evacuation of the whole site, but without the risk of causing a meltdown
or similar failure. The clock will be ticking, however, so don't waste any time.

Good luck!


Background
----------
Original maps made by Dan 'Spooger' Patton, with some decos by Islington (I think).

The following changes were made by Matt 'Fat Marrow' Farrow, with the permission (or rather forgiveness) of the
author(s):

Version 2.5
- fixed that control room door open to get round the invisibility bug
- added more cover in the control room and changed shape of capture zone to compensate.
- fixed the problem with not getting sniper warnings for the defence stronghold

Version 2.4
- retweaked door in control room which is invisible when closed (online only)

Version 2.3
- cupboard in control room now more easily enterable

Version 2.2
- retweaked for ICLR league play:
- added more to the defender spawn and added an extra door to open, so as to slow down initial advance
- fixed invisible doors to control room
- enlarged all control zones but made them all require 80% team control (was 100% before)
- fixed an unlit door
- fixed some texturing issues
- put a 5-10 second delay on the snipers covering newly captured areas to give defenders a chance to fall back
- opened up a cupboard in the control room

Version 2.1
- fixed BSP bugs
- improved end sequence
- split off first two objectives and slightly redid bot pathing to make bots better at finishing objectives
- added direct lower-level link between Sector 4 turbine hall and Sector 4 control room
- miscellaneous other tweaks

Version 2.0
- EAS version. A million and one things changed and added, including all the objectives and new areas for both
attackers and defenders. Attacking bots won't activate the cargo mover properly but let's face it: they were never
going to...

Version 1.04
- grr... maybe now it's fixed?

Version 1.03
- hopefully fixed bug that stopped it working on dedicated servers (removed spurious 'Editor' package texture)
  (if this works, Cleeus[JKGDO] is a God amongst men)
- reduced volume of ambient water sounds a little

Version 1.02
- tweaked a few bits to try and avoid players spawning in inaccessible areas when playing DTAS, fortitude, etc

Version 1.01
- replaced some fixed doors with 'openable' doors
- didn't make breakable glass doors openable since they would likely not work well online
- added stairway linking the double-decker catwalks in the cargo storage area
- added a ledge in the run-off channel in the cargo storage area to allow player to get out
- added extra switch in cargo storage area to open cargo mover door
- updated bot pathing, but this basically doesn't work well now

Version 1.00
- maps joined together at the top of the run-off pit in Sector 6
- new corridors and room added to link the Sector 4 turbine room with the run-off pit stairs
- new corridors and room added to link the stairs from the Sector 4 plant room with the Sector 6 moving walkway
- moving walkways reduced to half speed
- ambient sounds reduced a bit generally
- some blockalls changed to blockplayers
- zones tweaked, with a few more added, and zone tags updated to include Sector 4/6 references.
- a few minor decos and signs added to assist navigation

Other than Spooger and Islington, credit is also due to the following people for suggestions and support:
- Chow Yun-Fat [original suggestion], fist_mlrs, ShrapNL, Freon, predator_321_go, keihaswarrior, Saladin,
Alpha_9, NKTB, Cleeus, sublime, Beppo, Dr Strangelove, Demonsthanese, Vega-don, MidWinter, Angelheart, 
AFA crowd, JgKdo crowd, etc. etc.

Also thanks to the Infiltration development team; mat69, jbJOGI and anyone else at Combatmaps.de; Kibbles'n'bits
and co at Realmaps; and others far too numerous to mention.

I can't speak for Spooge and/or Islington, but feel free to use my stuff (such as it is) provided you give credit
where it's due and/or let me know what you're up to. Please do not distribute incomplete versions of this zip file
without at least providing a link to a complete version. Thanks.

--Matt 'Fat Marrow' Farrow (contact via official Infiltration bulletin board @ BeyondUnreal.com)
