				P3:A - Medication
				[================]

Installation
[==========]
Unzip p3a.bsp to your half-life/valve/maps directory, then start HL with the
-console command.  Press the  key to access the console, and type "map p3a"
This will launch the single player mode, where you can view the level.
To play multiplayer, simply select the level from the list of maps when 
creating a new LAN game, or connect to a server that is playing the map.
				     

Reason for Living
[===============]

I've been mapping for years now, but seemed to have gotten stuck with Quake 1.
It's a top game, and my recent levels for Quake have been regarded as some of
the best out there.
By no means is there the perfect Quake map yet, possibly there isn't such a 
thing, but for now I'm content, and have turned my hand to another fantastic
game - Half-Life.  Making a SP level for Half-Life is a big step, and not one
that can be done lightly (I like to do things right see).  Whilst DM maps also
require lots of skill to make, they are the area which I'm better known for,
so here it is - my first HL-DM map.
It is the second in the P3:A trilogy however, which started with 'Domination',
a Quake map, and will conclude with a Q3:A map in a few months time.
Following on from Domination, Medication takes a similar approach to mapping,
by encapsulating a building and letting you go everywhere possible.  Line of sight
from one end of the map to the other is possible, and it makes for frantic games.
HL plays differently to Quake, no doubt about it, and the map hopefully realises
this with higher walls and more opportunity to 'duck-and-dive' from your opponent.
However you find it, I hope you enjoy.

-Pingu

Notes
[===]

I'm aware that the r_speeds get up to 700 in a couple of areas, but I don't think
this matters.  The level runs smooth as anything on my P166mmx, which isn't exactly
a fast machine in today's world.

Whilst there is a theme in the level, I haven't used many prefabs to populate it.
If it was for single player there'd be desks, chairs and many boxes, as well as 
computers to keep you occupied.  It's a DM level though, so these things aren't
needed - you've got other players to keep you busy..

If used as the first map in a series, P3:A will have the standard daytime blue
desert sky.  Some maps use the nighttime sky though, and I've made it so that
P3:A will not force it's sky.  Why?  Well, it feels right with both skys, and whilst
it doesn't change the map, it does change your perception during games.

Lastly, camping.  I'm from a Quake background, and camping is a bad thing.  Looking
around the level, you'll see plenty of opportunities to camp.  Thing is, it's not 
rewarded here - camp and you will never, ever reach the top of the score table
(assuming there's someone in the game that actually runs about a bit & has some
skill).  So, don't be a llama, get moving & pump that adrenaline - it's what DM's
all about...

Other levels
[===========]
Quite a few now, all Q1 ;

BCDM1 - The Spiral
BCDM2 - The Ledge
BCDM3 - Long Walk
BCDM4 - Homeless house

The place from Atlantis
Space Station
Pingu's Castle

insomnia
nightmare
dayDream

UKpak7 - Secluded Store

A2: Return to Atlantis
back2school

P3:A - Domination

Grab them all from my web site - http://www.planetquake.com/pingu

Thanks to
[=======]
Okay, there's a few people here...

id of course, for starting all this
valve, for being so damn good
Ben Morris for WC
Buzz for playtesting this one
James Brown at .net for additional playtesting
Aardappel for being a top geezer

Statistics
[========]

Map name  - p3a.bsp
File size - 787kb
Zip size  - 296kb
Author    - Pingu
Real Name - Alex Moore
E-Mail    - A.J.Moore-96@student.lboro.ac.uk
Build time- 5 days
Compile   - About 1/2 an hour all inclusive
Editors   - Worldcraft 2.0

Play Information
[==============]
Single Player - Just to look around
Co-Op         - No
DM            - 4-8FFA
# of DM starts- 8

Weaponry
[=======]

9mm AR		 - Two
Rocket Launcher  - One
Crossbow 	 - One
Shotgun		 - One
Magnum		 - One
Egon		 - One
Gauss		 - One

Nasty Legal Bit
[=============]
This work is entirely mine, do not use it in part or in whole as your
own work.  If you wish to modify it, contact me and we'll talk further.
All copyrights of original software (quake -id software, worldcraft - 
ben morris, half-life -valve software) are acknowledged.

Beta history
[==========]
As this is my first Half-Life DM map it's had lotsa of beta testing,
and has been through a few major builds.  Here's the works...

Alpha - 26th July 1999
First build of complete level, no weapons, 1 start, no items, purely
an architectural build.  Sent to Buzz to check size & general layout.

Beta1 - 27th July 1999
 - Finished architecture - several key changes.
	1) Fire escape.  Made lower staircase solid steps & also made
	   a full balcony around centre tier.
	2) Added computer room for another area (lowest tier)
	3) Changed tunnel near hoover ledge to concrete instead of
	   original rock.
	4) Ammended faults with skyline around the top of the level.
	5) Added a wall around top of roof to restrict player.
	6) Fixed ladders so they worked more smoothly.

 - Added weaponary and ammo (and pads)
 - Added health & armour depots
 - Fixed some lighting flaws.. made it look better
 - General cosmetic changes (a few textures etc).

Final - 29th July 1999
 - Made changes to computer room - turns out no-one went there.
   Added a health & recharger to rectify this, as well as changing
   the magnum to a 9mmAR.
 - Made glass in one section of roof breakable (it's tough tho).
   Now you too can recreate those film sequences with hero jumping
   down thru glass.
 - Resculptured low fire escape steps so you don't get stuck on
   silly spiral that once lived there.
 - Made a few texture changes.
 - Changed outside 9mmAR to an Egon, hopefully to help eliminate
   those dirty campers up top.
 - Added some trippmines - how could I have forgotten them in beta1??
 - Added some env_sounds

A Pingu Production 1999