14/03/2000
===================================================================
* General Information *

Title:			Death & Destruction Inc.
Filename:		ddi.bsp
Author:			Denix Linelli
Email Address:		niki.ruusunko@pp.inet.fi
Additional Credits to:	Valve for the best 3D shooter ever.
			 
===================================================================
* Construction *
 
Editor(s) used: 	WorldCraft
Known Bugs: 		The Lilith beam cannon won't move if you backtrack through level
			transitions. At the start one gauss gun is left over due to ammo limit.
Construction time:	Undefinable. This is my third implementation of the map, the first to
			actually finish. Long enogh anyway.
Computer Used: 		P200, 64 MB RAM

====================================================================
* Installation *

Unzip the files into your ...\Half-Life\Valve directory with "Use folder names" checked.
Start the game with the console enabled and type "map ddi" without the quotes.

NOTE: Future maps in this set assume you have this installed and won't include files
already here, so don't delete the stuff unless you really hate it.

====================================================================
* Description/Notes *

You start with almost all weapons. This first map has the following killing machines:

1. Plasma pit. This is a large tank with plasma. 2 flippers drop scis into the tank.
NOTE: the flipper in the middle doesn't have a button, press use on the flipper instead.
BUG: Sometimes I have noticed a sci might "miss" the trigger_hurt and remain in the tank alive.
Especially if you are somewhere else and the system is on autokill. If no scis respawn throw
grenades in the tank.

2. "Cain". This is a little recreation from Freespace 2 by Volition. The front of a SC Cain
class cruiser. It has 3 big beam cannons that can be activated separately. (OK so the Cain
doesn't really have 3 but so what).

3. "Lilith". More FS2 stuff, a SC Lilith cruiser (Visually identical). This has 1 huge beam
cannon.

NOTE: The glass in the Cain/Lilith rooms CAN be broken, you just have to work on it some time.

4. Turrets. 2 beam cannon turrets shoot similar beams than the previous rooms (well somewhat
smaller). The one close to the wall with green lighting is weaker.
NOTE: Blast the tubes below the turrets to destroy them (and hopefully not yourself). Takes
some effort though.

4.5. While going down the elevator note the gibbing sound as you near the bottom, it is a
scientist that was trapped in the elevator shaft.

5. Crush 'n' Burn. This room has yet one more FS2 beam. The size class will be clear to all
FS2 players from the name SJ Sathanas! Its one of the bases main power beams, you can drop scis
in it. For a nice touch you can see their gibs fly up the tube by the beam flow. There is also
a nice spiked ceiling crusher here. If you want to see gibs fly, shoot the glass walls off.
The last but not least machine is a garbage compactor like the one the grunts throw gordon in
in Half-Life. It even has boxes in it, and a safety hood you can close. For an added effect,
there is water in the tank, and you can rise it by opening the valve and drown scis in there.
There is also a button to chuck some gibs in there from a pipe.


INFO: Most single-shot devices have an "Auto Death" plate associated with them, using this will
make the machine operate automatically.

INFO: The next map (ddi2.bsp) is just a placeholder to stop the game from crashing on level exit
until I get to finish the next level.



INFO: When making this level I extracted a few sounds from Freespace 2 to go with the beams,
but chose not to put them in the zip to avoid getting sued. The sound files included are
copies of the egon and gauss sounds. They don't sound that bad but if you want to replace them,
these are the files:

sound/linelli/beam_shot1.wav	// The turret fire sound (gauss2.wav)
sound/linelli/BS_up_3.wav	// The Cain/Lilith powerup sound (egon_windup2.wav)
sound/linelli/SRed.wav		// The Cain run sound (egon_run3.wav)
sound/linelli/LRed.wav		// The Lilith/Sathanas run sound (egon_run3.wav)
sound/linelli/SRed_off.wav	// The Cain off sound (egon_off1.wav)
sound/linelli/LRed_off.wav	// The Lilith off sound (egon_off1.wav)

If you want to extract the same sound set I did, the file names in the sparky_fs2.vp are
beam_shot1.wav
BS_up_3.wav
BS_SRed.wav
BS_LRed.wav
BS_dwn_1.wav
BS_dwn_2.wav

They are in the 8b22k directory and can be found in the FS2 demo as well as the full version.
They can be extracted at least with a program called VPVIEW32, it can be found at:
http://www.descent-freespace.com/descman

The last thing is that Half-Life uses some flag in the .wav file to determine if the sound is
looping or not. And naturally the FS2 sounds don't have that flag, so in order to make BS_SRed
and BS_LRed to work you either need some wav editor that can add it (don't ask me, I don't have
one) or do what I did, that is copy & paste the contents in windows sound recorder on top of the
destination file so the flag is there.