			         **** IMPORTANT ******

INSTALLATION

Extract the BSP and WAD files into their appropriate directories (they are the only files NEEDED to run the map). The other (text) files can be left in the ZIP, or extracted if you like:

extract- 	sodium.bsp	to 	c:/Half-life/Valve/maps/
extract-	s_cam.wad	to 	c:/Half-life/Valve/
  
Run Half-life normally and either start a multiplayer server or type "map sodium" from the console.


There are also several special features about this map that anybody playing it in multiplayer MUST know before they use a server running it. Of course, you can pick most of these things up in play, but you may have embaressing accidents which I don't want to get sued for :)

For people who have not played Rustmill:
This map follows the same premise as another map, called Rustmill. In a warehouse area of the map, there is a large door with a switch on either side. Pressing both of these switches AT THE SAME TIME will cause the bunker door to open. However, the two switches are too far away from each other for one player to press both at the same time, so you will need to get a teammate to press one switch, while you press the other. So get communicating with the rest of the team! 
Behind this door is a bunker containing ammunition, weapons and a health and HEV suit charger, so it's worth holding.

Cameras: 
Around the warehouse area there are scattered several surveillence cameras which *really* do work :) Notice that each camera is numbered. They are used by going to the control room in the warehouse (accessible from the bunker through the vents or the warehouse floor through the small wondows), looking at one of the numbered TV screens and pressing the _use_ key. Your point of view will immediatly shift to the camera with the same number as the screen you used, and hold for ten seconds. You can switch your point of view back to normal at any time during the ten seconds by pressing the use key again (assuming you don't move the mouse about too much while looking through the camera). Each screen is linked to a different camera, so they should allow the team which is occupyinging the bunker to spy on the other team(s) by looking at their movements in the warehouse from the control room.

Inside unlocking of the bunker door:
The bunker door can be unlocked from the inside, by pressing the switch at the other end of the bunker. This opens the bunker door, but it will close again before it is possible for the player who pressed the switched to actually leave the bunker themselves. This is designed to solve the annoying problem with Rustmill where a single player stuck outside the bunker had to be fetched by another member of the team to be let back in again. Be careful to check that there are no enemy players lurking outside before pressing this switch (use the TV screen near the bunker door on the inside).

Security override:
There is a switch in the bunker labelled 'security overide'. This switch actually opens a door to a safe containing the gluon  gun and two batches of 9mmAR grenades, in another part of the level (the apartment area at the top of the lift). Of course, there is no way the player who uses the switch will be able to get to the gluon before the door closes (in a matter of seconds), so make sure a member of your team is ready by the safe when you press the button, so they can tool up. If you press the button when there is NOT a member of your team ready and waiting, there will be as much chance of an enemy player getting the gluon as a member of your team. The override will once pressed not reset (alllowing the door to be opened again) for a minute. Those grabbing the AR9mm grenades will need to do a duck-jump to get into the safe. The safe does not close properly with players trapped in it, so you can't get trapped in the safe.

The lift: 
The lift between the apartment and subway tunnel areas can be operated easily by pressing the buttons outside the bottom and top of the liftshafts. Press either button and the lift will move either from the bottom of the liftshaft to the top, or vice-versa (depending on where it is already). If it is at your level it will automatically travel up or down when you jump into it, after short delay (allowing a couple of team mates to jump in if necessary). Jumping into the liftshaft but not into the lift has been made impossible by the placing of invisible solid brushes. This should prevent people from jumping into the liftshaft and plummeting to their death and/or getting crushed by the lift. Simple :)

The furnace:
The furnace will (of course) fry you to a crisp if you jump in while it is supplied with oxygen (and burning at a merry 600 degrees C or so). The blue pipe leading from the furnace leads to a large tank of oxygen which you can turn on or off using the valve (thanks Valve!). If you turn it off, you can jump in and get the gauss gun, but hope nobody else arrives and turns it back on while you're in there - you'll BUUUUUURRRNNN!!! Having a team mate guard the valve while you jump in could help the situation.

Air vents:
Connecting several different parts of the map are air vents. These can be used to climb both up or down, as where it is necessary to climb up and airshaft, parts of the inside of the airvents should act like ladders. The ladder-like surfaces have been marked with arrows pointing in the direction you would nrmally use them to climb. When you are trying to crawl from a ladder-surface to carry on crawling through an airvent, remember you have to keep the crouch button held down. Note that nowhere in the map do you HAVE to use an airvent to get to a particular place, there is always at least one alternative route to wherever you want to go. Some people just like doing Alien impersonations, though :)








