Febuary 18th, 1999

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Title                   : DMFacility
Filename                : DMFacility.bsp
Author                  : Tom Marchant
Address           	: TMarchant@aol.com
Description             : Based (loosely) on the architecture seeen
			in the facility level on GoldenEye.
Special Thanks to       : VALVE and Worldcraft, not forgetting the
			programmers at Nintendo for giving me my
			inspiration.
Playtesters		: Stephen Paes, Alex Hart, Duncan Vincent and
			Hannah Marchant
Webpage                 : None as yet

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Play Information

Single Player           : Just to look around. Practice using the
			doors and useable objects first before
			you try deathmatching...
Deathmatch              : Yes
Cooperative             : Yes (well, I put some coop_starts in...)
Difficulty Settings     : No
New Sounds              : No
New Graphics            : No
New Music               : No
Demos Replaced          : None

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Construction

Base                    : Started from scratch, but the main idea and
			theme came from the Facility DM level on GoldenEye
Editor used             : Worldcraft v2.0
Known Bugs              : I've remedied most of them (I hope...!)
Build Time              : Slow but consistent. Worked on it piece by 
			piece for about 3 weeks. Please bear in mind 
			that this is my ***FIRST MAP***

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Installation

To play this level, extract the file "DMFacility.bsp" into
your halflife\valve\maps directory and then start the game.
Start a deathmatch server and type "map dmfacility".

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General Notes

The main gripe most people will find with this map is the swinging hinge
doors. They may appear difficult and cumbersome to use at first, but just
imagine you are pressing a switch to the side of the doorframe instead of
actually "using" the door itself. You'll get used to it after a couple of
trys anyway, unless you're completely stupid.

I've put in a couple of features to eliminate campers. The first is the 
button in the generator room with the lambda symbol on it. Press it and
you will instigate a meltdown, wiping out anyone in the lab or train area.
Bear in mind the meltdown switch resets after a while, so you can use it 
over and over.
Another feature are the leaky power conduits at one end of the railways.
Energy dispensers and an egon lie here, but you risk your life in using
them - if someone flips on the power at the other end of the track you get
fried.
The final "camper killer" is the small warehouse in the train area. There is
a big stash of weaponary in here - rpgs, snarks, contact grenades etc. You'd
better be quick in collecting them though, because someone could come along
behind you and pull the override switch. This will lock you in the warehouse
for about 20 seconds, activating toxic gas cylinders and two lethal turrets.
There is absolutely no way of surviving this onslaught, even with full health
and armour.
   
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Do not alter this map in any way. You may distribute it to anyone you
like, as long as this text file is coupled with it. Do not use this
map in any profit-making material because
a) You should ask me first anyway
b.) Nintendo might find out about it and sue us all.

If you enjoy playing this level, let me know. 
I'd also like to hear about any negative comments as well - they are 
much more useful than positive ones!

Tom Marchant
TMarchant@aol.com
