**IMPORTANT**  	If you have Wordpad I suggest you delete this file and read "Gmdm1_Word" instead (it's easier on the eye).  If you don't have Wordpad at least do yourself a favour and turn Wordwrap on.

----Anarchy (Gmdm1) by Gollum (Michael Hopley)----

--Map Description--

	Gmdm1 is a small but perfectly formed deathmatch level for Half-Life.  The guiding principle of my map design is fun.  Half-Life is an inherently fun game, but most of the standard maps are so large that there are often long gaps between outbreaks of violence.  Gmdm1 also contains every weapon, since all of Half-Life’s weapons are entertaining to use.  Another advantage to a small map, of course, is that some areas become very messy indeed.

	Gmdm1 is ideal for tactical one-on-one duels; I have also tested it with up to three opponents, which is just as playable, if a little...er...anarchic.

--Before you play--

I strongly recommend that you play this map using the Weapons Patch created by James “Skull” Bielby of Spine Design.  The patch improves many of the standard Half-Life weapons dramatically and gives all of them a secondary fire mode: look out in particular for the super-crowbar and the red laser tripmines.  The patch includes his Bloody Bodies amendment, which allows players to destroy corpses.  The patch also adds a couple of options which are used in my level: a new lighting style (unimportant) and optional infinite health-charging (very important to the level balance).  This patch can be found at:

http://www.planetquake.com/spine

Finally, look out for Gmdm2!  It probably won't come out for a while, but if and when it does I can promise something pretty innovative (sorry, no previews).
 
--Playing tips--

If you hear the rotating door, grab some tripmines or satchels and cut off the player’s exit.  You can shoot round the sides of the door or send explosives via the door itself.

If you see someone in the water, hit the switch by "Coolant Exchange Access" and trap them down there for a while, at which point you should lob in something nasty.

The gauss gun is a very useful weapon to have: gauss-jumping can save time and confuse other players (to gauss-jump, charge up the gun and fire it at the ground, optionally jumping at the same time to gain extra height).  

Tripmines at the top of the lift shaft can really annoy players who forget to look up.  Chuck a grenade in while they try to find a way out.

For a truly impressive kill, use the light fittings!  Place a tripmine above the light and leave it there: no-one will notice it, and when you are out-gunned simply shoot the mine above the player with your pistol.

There is no health/power just sitting around, so if you want to be healthy you have two options: use the chargers or gauss-jump into the uppermost passageway.  Both give full health/power, but the chargers are dangerous because they alert others to your position.  If you are careful, however, you can either gauss-jump out the top or confound your enemy with tripmines and satchels.  Stick tripmines on the ceiling of the top passageway so that they can't be seen from below: players will catapult themselves into the mines when they jump up.  Also remember to break your fall with the gauss gun.
 
It is possible to long-jump from the stairs near the gauss-gun across to the opposite side of that same corridor (near the lift).  During a duel in the corridor, run around to the top of the stairs and jump around the corner, shooting your confused opponent in the back.

Some bits of the level can be destroyed, for example the glass around the laser and the computers.  You can hide in the alcove left by the computers and shoot players following you.  This alcove is also an excellent place to drop the gluon-bomb (Weapons Patch only), since its give-away sparks are masked by the sparks left by the smashed computers.

--Thanks and Acknowledgements--

	I built all of the map (using  Worldcraft 2.1) from scratch, but am nevertheless indebted to others for their help and ideas.	

	Many thanks to James “Skull” Bielby for inspiration from his map, Skdm1, particularly in building the lift and the chargers.  He also provided comprehensive “technical support”, ie told me how to use Worldcraft and about certain details of Half-Life.

	Thanks to Stephen Cobb, James Webbe and James Bielby (again) for testing the map.  Also thanks to my other friends and my parents who may well have contributed through minor suggestions and feedback.

	For instructions on how to use any of the new features provided by the Weapons Patch see the readme file accompanying it.  Please forward comments or suggestions about my map to: michael.hopley@talk21.com.

--Legal Stuff--

	You may only distribute this map if it is unaltered and is distributed with this file attached and unaltered.  You may not sell this map in any form or use it as the basis for other levels without my express written permission.  Providing these conditions are met, you may freely distribute this map.

This map should not harm your computer in any way (hey, its just a BSP), but I do not accept responsibility for damage caused by its use; use is entirely at your own risk and by using the map you signify that you have read this document and accept these terms.  

	Half-Life copyright Valve, L.L.C..  Half-Life is a registered trademark of Valve, L.L.C..  Worldcraft copyright Valve, L.L.C..  Worldcraft is a trademark of Valve, L.L.C..  All original content of the Weapons Patch is copyright Spine Design.  No claim of ownership is made by the map author other than responsibility for the original content of the map; the map author fully recognizes the ownership by Valve, L.L.C. of all textures employed in the map and of all software used to create and run the map.  Any omission of due acknowledgments of copyright is an unintentional error.