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HB's Friction example map
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	ABOUT
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	This is just a small room with two glass func_friction entities.

	MAP & ENTITY INFO
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	Func_friction entities are pretty darned easy to use.  Simply
make a brush, and tie it to a func_friction entity.  Then in the 
entity properties window, just adjust the "Percentage of normal" key. 
  This key will control how much friction affects the player when they 
are touching any part of this entity.  This map has two of them; one at 
20 percent (the "dark glass"), and one at 5 percent (light blue "glass").
  While the entity info. doesn't say so, you CAN actually go above 100 
percent friction; but you will NOT see much of a change from normal; as 
this only controls how quickly the player STOPS moving.  A key value of
200 - 300, for example, just makes the player stop dead in their tracks 
the instant they release the "forward" key.  
     On another note, if you bring down the console and type in 
"thirdperson" (without the quotes), you will be able to see the player 
from the third person perspective.  Notice how you actually walk THROUGH 
the "glass" - FUNC_FRICTION ENTITIES ARE NOT SOLID.  So for "real" 
maps; you'll want to use an invisible texture like the "trigger"
texture, and the "slippery surface" texture as a brush; unless your 
slippery surface is a thin bit of water that you don't mind the player 
"sinking into" a little.

NOTE: This map has no lights in it; so compile without running the LIGHT/QRAD 
step.

	FOR HELP...
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	If you have any questions or problems, there are a couple
resources from which you can obtain answers. First check the Wavelength
Levels Department at:

http://www.planethalflife.com/wavelength/levels

	Search every page of the Levels Dept. to try and find the
answer to your question... you'll probably find it. If you can't find 
what you're looking for anywhere at Wavelength, then check out the
Planet Half-Life Editing Forums at:

http://forums.planethalflife.com

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Good luck!!  Wierd mod of the moment: Slip 'n' slide Half-Life!
  
--HB
Levels Department Head, Wavelength Editing Site
(www.planethalflife.com/wavelength)