STONE CREEK TRAINING CENTER FACILITY INTRODUCTION AND REGULATIONS.

Congratulations, your reservations for CQB combat training at Stone Creek have been confirmed.  Included in this packet is a copy of facility regulations, along with some background information involving the history of our Stone Creek Facility. Also included are some tips provided by out In-house Opposing Force team.


STONE CREEK REGULATIONS

1. DO NOT BRING LOADED WEAPONS TO STONE CREEK
While you may supply your own weapons, mags and other equipment, DO NOT bring any ammunition with you. Stone Creek uses nonlethal, Plasticore simulation rounds for it's excercises. These rounds will be provided (and hand-loaded by our ammo techs) upon your arrival at Stone Creek. Your weapons will also be inspected by our Rangemaster and his assistants before you are granted access to the training area.

If you desire, additional weapons may be rented from our Armory.

2. WEAR YOUR PROTECTIVE EQUIPMENT AT ALL TIMES. 
During your training, you will be required to wear your TacVest at all times. Failure to do so will result in your expulsion from the facility. Protective ballistic eyegoggles are also seriously recommended, but not required.

3. OBEY THE RANGEMASTER AT ALL TIMES.
The Rangemaster will be monitoring the entire training session. Immediatly obey any order the Rangemaster gives you. Failure to do so will result in your and your team's expulsion from the facility.

4. DO NOT BRING EDGED WEAPONS TO STONE CREEK.
All knives will be replaced with blunted plastic training blades, provided upon request. Training blades must be returned at the end of the training session. Bayonets are not allowed.

5. IF YOU ARE "KILLED", DROP TO THE FLOOR IMMEDIATLY AND LIE STILL.
Your "death" will be signalled by a loud tone on your earpiece.
You must remain lying still until the exercise has been declared over by the Rangemaster. Failure to comply with the rules of "death" will result in your expulsion from the facility.

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THE HISTORY OF STONE CREEK

The Building that now houses the Stone Creek Combat Training Center began as a military airplane hanger, constructed in the 1950's. After 30 years of service the aging building was put of for auction in the 1982, and was purchased by Ex-Marine Ranger Col. Frank Kavanaugh, in part with DefenTec Combat Systems, a manufacturer of leading-edge military equipment and technology.  

It was purchased and designed with the intent of being the largest indoor CQB simulation facility in the world. A series of wooden partitions (based on a quick sketch made by Col. Kavanaugh that still hangs framed on a wall in the reception area) were erected, forming a series of rooms and hallways, an ideal environment for training for indoor/CQB combat. It first opened it's doors in 1983, and has been taking reservations on almost a daily basis ever since.

Over the years, it has had the honor of hosting many elite military and paramilitary squads, including Delta Force operatives, Navy SEALs, Israeli Special Forces, The Hellborne 01st Mercenary Company, elements of the French Foreign Legion, numerous SWAT teams, privately-funded security teams, and assorted mercenary groups. 

Stone Creek is proud to host our own Opposing Force squad, a group of mostly veteran soldiers skilled in many CQB techniques, ready to serve as an aggressor force.

In addition to offering open, elite-level CQB training, Stone Creek also serves as a testbed for DefenTec products, like 3rd generation night vision systems, ballistic vests, tactical comms systems, and the advanced "total reality" TacVest High-realism combat simulation BDU.

The TacVest provides the ultimate in Combat training realism. Used in conjunction with nonlethal Plasticore Simulation Ammunition, the TacVest contains a number of sacs filled with simulated blood. The sacs are designed to rupture when struck with sufficient velocity, creating a realistic bleeding effect when the wearer has been shot. In addition, pressure-sensitive panels lining the inside of the BDU detect the impact of simulated bullets, registering the damage with a tiny onboard processor. If enough damage is accumulated to result in a "kill", a loud tone it sounded in the user's earpiece. Further advances might include locational damage assessment/calculation, as well as a mild electric shock delivered to the wearer upon "death", intended as further incentive against "dying" in an excercise. We here at Stone Creek firmly stand by our claim that we run the most realistic Combat training facility in the world. 

Currently, several additions to the Training center are planned, in order to more evenly accomidate all forms of combat. An Adversarial Sniping range is already under construction, and plans for a obstacle/marksmanship course have recently been finalized. 

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HOW NOT TO DIE INDOORS: A BASIC CQB PRIMER
By Robert McLeidy, Squad Leader, Stone Creek Aggressor Force.

Okay. I know you're all hot to trot and run on down here and start shooting up our beautiful training course, but get your hand out of your pants and listen to a few things I have to say, and maybe I won't have to end up babysitting you the entire damn time. 

Of course, if you've already had some CQB training under your belt, most of this will be redundant..Still, you might learn a few things.

The hints and tips given here are pretty general, as most of you already have or will take your own extensive CQB courses, and God forbid I interfere with anything you might have already learned.. But here goes...


Stay together! 
Make sure you move in groups of 2 or more..(More than 4 is more of a problem than a benefit, though.) A fireteam should opearate as a single entity. basically a second shooter on your squad serves as an extra set of eyes. He should always be looking where you aren't, and vice versa. Pick out "hemispheres" for each or you to cover. 
Besides, even if you are caught bending for the soap, an attacker probably won't be able to kill you both at once with a single burst. (Unless you're stacked up) So as your squadmate goes down in a bloody heap next to you, you'll have 0.5 of a second in which to take cover, locate the attacker, shoot him, and make your escape to a different room before _his_ squadmate kills you.  
Don't look at me like that. I've done it before. 17 times, if memory serves. 

Check your doors.
Don't _ever_ walk past a door without checking it..This can be done on the move, but whatever you do, keep your gun trained on the doorway as you move by. Most firefights occur with each opponent in a different room, shooting through the doorways.  Walking straight by a door means whoever sees you will either take the shot right there, or trail you and put lead in your back a few seconds later. Now, if you had been looking, you would have seen him as you crossed the threshold and either taken cover or snapped off a shot, whichever seems best. 
Of course, since all of the rooms here have more than one door, you're in for a bit of work...And for the love of all that's holy, DON'T STAND IN A DOORWAY!

Don't make a Grand Entrance.
Don't go walking into the center of a room. Even in the uncluttered halls we use here, there are still plenty of areas that aren't visible from outside the room itself...Simply barging in only turns you into a gigantic lead magnet. Just like you check your doors, make sure you cover the entire room as you enter. It helps to start at one end of the doorframe, and turn to cover the areas of the room that are revealed as you move forward.. If you think there's someone already in a room you plan to pay a visit to, make sure you're preceeded by a well-timed grenade. (Note that after a grenade, do NOT enter the room slowly, since everyone knows where you are. Trying to sneak in will get you killed. Jump in and start shooting. If you're fast enough you'll catch people rattled by the blast or still trying to take cover. Pop at will.)

Enter every room absolutely ready to kill.
I've seen a lot of guys go into rooms not 100% expecting someone to be there, then (Surprise!) discover there's actually somebody in a corner or passing through. They hesitate for a fraction of a second and are rewarded with a hot lead shower.  Never _ever_ assume a room you're moving into to be empty. You should enter every room completly alert and one trigger-twitch away from hosing anything that's not wearing the same uniform as you.  

Don't just stand there looking dumb.
If you and your squadmate are in a peek 'n shoot firefight with enemies in a different room, get off your lazy ass and find your way around to flank them. Nothing motivates the enemy to die more than a good crossfire they weren't expecting. I've seen a single trooper take down 4 guys at once, on a single clip, simply because he wasn't where they expected him to be. (Namely, back with his squadmate, trading fire.)  

Support your damn squadmates.
If you hear shooting, move towards it. With any luck you'll be able to suprise them enemy while they're busy fighting off your other fireteam.
Remember, most firefights are over in a matter of seconds, so don't procrastinate. 

Watch your goddamn fire.
The walls here are made of wood, and even though the bullets are all soft-core simulations, they still punch through walls much like the real thing. So try to have a vague conception of where your squadmates are, so as to avoid hitting one through a wall with a stray round.


Don't underestimate you opponents. 
Take us for example, your freindly neighborhood Opposing Force Team; we're primarily a bunch of middle-aged ex-mil troopers, Mostly marines with a few retired SWAT's and cops thrown in. Maybe a bit past our prime, getting soft now that we're out of the service... Probably not too hard to handle for a bunch of young, gung-ho troopers like yourselves. 

Keep thinking that. We're on this course 8 hours a day, 5 days a week, handing well-trained CBQ teams their asses. Our kills/deaths average is 3:1, and we can hold our own against Navy SEAL's and Delta shooters.
   
So that about wraps it up for me.  If you think about these rules and use your own damn common sense, maybe, just MAYBE you'll give me and my boys a run for their money. Otherwise, expect to spend most of your training sessions lying in a pool of your own simulated blood.

I'll see you in the Killhouse, soldier.
-McLeidy.

++++++++++Map info++++++++++++++++++
<<<DM-INF-HKTB>>>
	By Ak

Play info: 	Team Deathmatch. 
		4-8 players

Build time: 	4 days (or so)

Base:		Nothing at all.
	
known bugs:	Nothing I know of.

Other levels by Author: CTF-podtrap, DM-Redeemertag, CTF-GeothermaL, DOM-INF-Nameless, DM-INF-HKTB

---notes---
This map was inspired in part by the training missions that come with Rainbox Six, featuring a number of prefab rooms in which to sneak around and pop terrorists. I sort of took the concept and blew it up to a macro scale.

The bots seem to perform well, and upon occasion manage to drive some 9mm slugs through yours truly. Despite the relative tightness of the areas, teamkilling is not the problem I thought it'd be... I have things pathed so the bots fan out and cover most of the play area fairly well...

4 on 4 works particularly well, as each team likes to split up into two 2 man fireteams and scout around...I have enough start points placed that technically you can run this level with 32 players...

I'm not 100% certain, but I think the CTF version of Killhouse may be the only CTF map I've ever played where the bots will actually (gasp) go for the flag of their own accord, and (gasp, again) actually return with it. Rejoice! I've tried to path them so they do a little endzone dance once they've capped the flag, but to no avail...

Anyway, I'd love to see what an experienced team with good coordination could do on this level online..

