Heskey Gatehouse (EAS-INF-Gatehouse)
-----------------
Version (Release) 2.1
1 March 2004

Enchanced Assault (EAS) map for Infiltration. Please refer to the attached word/PDF 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*:

  Matt2.utx                    }
  MattOfficeDecos.utx          } UnrealTournament\Infiltration\Textures

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

  MattOfficeFix.u              } UnrealTournament\Infiltration\System

  Gatehouse.txt                } put wherever you want!

Briefing
--------

It has become clear that your paramilitary organisation has been infiltrated by UK Intelligence agents; your
entire operation is now in jeopardy. However, a double agent informs you that a list of informants is held at
the Army Special Operations centre at Heskey Manor in Somerset. More specifically, a laptop with the list on it
is believed to be in the Gatehouse of the manor, where a visiting delegation from Army Intelligence has been
entertained recently. Once in possession of this list you will be able to purge your organisation and escape the
clutches of the UK government.

One of your cells has been able to infiltrate the nearby countryside and breach the outer perimeter of the base.
You must strike before dawn, taking out the security system via a control panel in an outbuilding, and then storming
the gatehouse by any of the three external doors. Find the laptop and extract the list of informants; then make your
way back to the road for extraction. 

Take note of the nearby barracks building, however, which is believed to be linked to the Gatehouse by
an underground tunnel. Also beware of air patrols in the event of the security system being shut down.

Good luck!

History
-------

Version:	2.1 (fix version 1) / 3 March 2004
		Fixed the lighting (made it properly dark again)
		Moved a bush out of mid-air

		2.0 (release) / 1 March 2004
		Tweaked the skybox
		Fixed BSP problems (no doubt causing others)

		1.92 (beta) / 29 February 2004
		Added a third way in for the attackers (the series of tunnels and ditches) which requires a flashlight
		Darkened things a bit
		Changed the chopper so it shines a searchlight at attackers rather than shooting them
		Added more vegetation for the attackers

		1.91 (beta) / 29 February 2004
		Changed the scaleglow of the plants so the flashlight works better

		1.90 (beta) / 29 February 2004
		First EAS release
		Rejigged the map completely whilst converting to EAS format
		Added whole new defender and attacker areas (barracks and tunnel, and road area respectively)
		Added a lot more foliage and cover
		Cleaned up technical aspects of the map to improve BSP etc
		(for example, fixed the door pivots and glass breaking triggers and improved botpathing)
		Added EAS goals loosely corresponding to old goals
                Added circling attack helicopter
		Botpathing still needs some work

                1.1 (release) / 12 May 2002
		Improved door collision for external doors (at suggestion of Kibbles 'n' Bits).

		1.0 (release) / 30 April 2002
		Not much changed except the version number.
		Possible changes in the future could include making the map EAS-compatible 
		(when/if Inf 2.87 is ever released), improving bot-pathing (if possible) and
		adding a decent level end-sequence.

		0.2 (beta) / 28 April 2002
		Made lighting more uniform and tweaked bot-pathing.
		Also fixed bug where you can get behind the truck at the attacker spawn point

		0.1 (beta) / 24 April 2002
		Bot pathing is not great (bots can't [ever?] finish level by themselves).
		Also have minor problems with trajectory and lighting of movers.
		Level so far not tested with more than 1 human player.
		This is my first properly completed level, so apologies for erratic quality.

Credits due to (amongst many others) Odie, NTKB and Ghost for kindly hosting beta versions on the Ghost Dogs server;
zeep, Derelan and many others who I may have inadvertently forgotten.

Some brushes and textures taken from DM-ManorFarm by Botman; some possibly also taken from Angelheart and others
(it's quite likely).

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.

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)
(Also see the fabulous World of Marrow @ www.doodoo.demon.co.uk)
