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Map Name:           Th-Euleburg.unr
Full Name:          The Eulenburg research facility
map version:        0.6.8-09

Author:             Duan "McFarrel" Majts
Buildtime:          over 1 year (mostly off due to real life problems)
Thievery version:   1.6

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Base Idea:          This map has been pasted from various ideas taken from
                    Th-Aquatone, Th-Assylum and the monster of Frankenstein
                    The true meaning was add a "Bio-Engineering" (in Frankenstien
                    meaning of the word) to Thievery.
                    So the main idea was born - Mad Professor working on his
                    own frankenstein monster in the former castle, that has been
                    rebuilded several times adding buildings here and there behind
                    the walls making a mess of hardly consistent buildings within 
                    loaction of the old castle. 
                    (various walls and various interier locations).

                    After a Beta Test I fixed problems discovered by BetaTesters and
                    addded some other improvements from thier opinions and ideas.

                    So hopefully thistime it is fixed and bug free.

Thanks to:          All Betatesters who gave their opinions and ideas via Thievery
                    forums on BlackCatGames.com (have not been connected to i-net
                    when I have been writing this so I could not write their nix
                    here).
                    My Friends who gave me permission to use their fotos as
                    face skins for NPC characters.
                    CzechComputer.cz who sold me parts, which made together my
                    primary and secondary PCs.

                    UnrealSP.org Namely Mike "HellScrag" Wilberforce, my free time
                    has been amongly devided between Th-Eulenburg and  Battle for
                    Na Pali, so this is the reason of lack of progress on both
                    projects as well as real life problems (made me have not much
                    free time, or at least less than I need)

                    LookingGlass studios and Eidos Interactive for Thief games

                    And last not least the Epic Games and Black Cat Games, whom
                    made Unreal, Thievery Modification respectively

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Eidtor Used:        Unreal Editor 2

Other tools Used:   Unreal Tournament Package Tool 2.0 beta3 (export spinner
                    and predator out of RTNP)
                    Adobe Photoshop 7.0 CE and GIMP 2.2 (various textutres and skins)
                    3DStudio MAX 6 sp1 and Character Studio 4.2 (Female Statues,
                    decos)

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Th-Eulenburg Map contains few textures (wallpapers) taken from Clive Barker's
Undying Game; Spinner and Predator model from Unreal - Return to Na Pali mission
pack. These are coppyrighted by their owners.

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Additional models and scripts are free to use for the Thievery community and
other unreal core based game community as well. These come with absolutely no
waranty at all, you could do nearly everything with them (what you desire)
except:

Under absolutely no circumstances You are allowed to use nude Female Model skins 
(Female Statue and Fem Vampire) so as any other sexual oriented manipulations
to this model as well.

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The authors are allowed to use this level or its parts in their own work, if You
do so, contact me via e-mail. This is only for impact-point and note purposes
nothing else.

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Folowing enhancements has been added since version 0.6.8-08

- sounds of various doors

Folowing bugs has been fixed since version 0.6.8-08

- BSP error in docs quarters has been fixed
- Lighting in doc's cupboards fixed, thanks to Keggie
- merged polygons on bookcases has been fixed


Folowing bugs has been fixed since version 0.6.8-07a
(07a was unpublished, it is correct 0.6.8-07 version)

- mulitple windows in conference room (window near the front wall) has been removed
- breakable "canned goods" metal barells are now unbreakable correctly
- Doc carcass could not be longer picked up by guards. This has been added thanks to Keg
  guards are no longer able to hide the doc carcass in place unreachable by thieves
- minor fixing of gear movers in laundry

Folowing bugs has been fixed since version 0.6.8-07

- the proper version of Th-Eulenburg map has been repacked.
  (the 0.6.8-07 release was accidental stupidity) 

Folowing bugs has been fixed since version 0.6.8-06

- incorrect collision radius of some pine trees blocking thief spawn point near
  back entrance to the Eulenburg castle.
- "unkillable" sleeping guard in guestroom

Folowing bugs has been fixed since version 0.6.8-05

- "invisible" doors in the back guarden
- Lighting in the laundry room (machinery lighting)
- colision cilinders of trees

Folowing bugs has been fixed since version 0.6.8-04

- ExitZone in the back gate has been fixed and is now working properly.

Folowing bugs has been fixed since version 0.6.8-03

- 5 Un-Inhabitable Guards has been fixed (I forget to set the property back to
  TRUE when I had finished the PathNode tracking in gardens.)

Folowing bugs has been fixed since version 0.6.2-07

- ammount of goodies in the armoury has been decreased
- ammount of food in kitchen has been decreased
- inoperable doors of showcases in museum has been fixed
- fixed multiple loots
- number of guards has been corected
- masive remodelling to reduce lagging
- changed real dynamical light fog to reduce lagging and beat down BSP holes
- lighting has been rebuilded to reduce laging
- ThSuspicious things fixed
 
Folowing enhancements has been added since version 0.6.2-07

- new entrance/exit to the doctor's quarters has been added
- additinal acces to the rooftops of the guest quarters
- added new sewer entrance
- added new ventilation tube
- added new acces shaft to the rooftops from the guest corridors
