AS-INF-Gatehouse
(Heskey Gatehouse)

Assault map for Infiltration mod for Unreal Tournament

Version:	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.

Author:		Matt 'Fat Marrow' Farrow (mpfarrow@yahoo.co.uk - no large files please)
		(World of Marrow @ www.doodoo.demon.co.uk)
		Apologies for the silly name and logo, but these appeared essential to 
		gain credibility as an Unreal mapper. :-) At least there are no 
		gun-related slogans...

Credits:	Beta-testing and useful feedback from various contributors to the BeyondUnreal
		Infiltration forum, including (but not limited to) Damodred, mat69.

Some textures/prefabs such as the upholstered chairs, oven, toilet, side table were 'borrowed' 
from DM-INF-ManorFarm (Botman), possibly originally from AngelHeart (to be confirmed). If any
textures/prefabs have been used accidentally without consent or credit, please let me know.

Plot:		A paper-thin plot is provided (see Objectives - F3 in game).
		In brief, terrorist cell plans 'spectacular' (ooh forever topical) but a
		member of the cell has defected, throwing plans into chaos; meeting 
		discovered at which blabla member plans to hand over plans to security
		services; you have to gatecrash meeting blabla kill members of security
		services blabla - that's the other side - blabla destroy plans blabla
		escape blabla roof blabla helicopter blabla couldn't draw bloody
		helicopter blabla crap ending blabla etc. who'd put an alarm override in 
		a blabla shed anyway? blabla blablabla etc.

Additional:	To avoid BSP holes, build map with optimisation settings of 12 and 78 respectively.

Legal stuff:	Unless my consent is obtained in advance: (a) this map and its associated
		files cannot be distributed without a copy of this Readme (eg. don't change
		the contents of the Zip file before passing it on); and (b) the map cannot
		be exploited for commercial gain.

		Also, if you use, or wish to use, any brush/texture/etc. from this map,
		please let me know and acknowledge such use, not least because the 
		brushes/textures/etc. in question may not be mine to begin with!
