EXPERMNT.BSP by Peter Lok 
Version 1.0 released Dec. 1, 1999

You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH
NO MODIFICATIONS!!!. If you don't co-operate, then DON'T DISTRIBUTE
IT IN ANY FORM!!.

Information
Title: Experimental Problems
This map is a single player level.  As Gordon Freeman, you are now working in
a bioweapons research program. Things never work smoothly as usual.
You will need to shutdown the beam to complete the level.


To install:
1. Copy the expermnt.bsp file into the valve\map directory.

2. Run HalfLife in console mode.  Make a shortcut on your desktop with halflife.exe -console on the command line.

3. In the console, type /map expermnt to play.  It is a good idea to save right away so if you die, you don't have to reload the map.

4. It will pause to build the node/graph entities the first time you play. About 10 - 30 seconds.


----------------------
    TESTING INFO
----------------------

I tried optimizing the r-speeds and it runs great in software.  I've also tested on
3D on a pentium 233 MMX. It is slower in 3D, but looks nicer - as usual. Still, I
wouldn't mind some feedback on the speed. I tried to keep the rspeeds below 400 when
there is a lot of action, and 650 or so when it is just visuals or scripted sequences.
I also know that you shouldn't save the game until you see the scientist open the 
door. It wrecks the scripted sequence, but there isn't much I can do. Use the latest
build of Half-Life.  I've noticed that you might sometimes need to reboot your machine
if the Gargantuas do not successfully break out - some memory problem in Half-Life.

Notes
Enjoy. I find it fairly challenging and tried to present a number of puzzles.
I designed it as a microcosm of the Half-life experience. I tried to design the
puzzles so that they are not too puzzling.  There should be visual cues to lead
you to solve the problem. For example, if you see a door and cannot open it, then
you probably have to do something to do so, or you will see into an area you need
to get into later.  If you are dying too often, then try and find another way. 
Timing is crucial in a few areas.

The ramp room stair was inspired by Leonardo Da Vinci who made a
stairway like this in Chateau de Chambord (no firefights for him).  This is
my favourite part.

I made use of the following prefabs:
A modified version of the antimass-spectrometer by Razor.
A highly modified version of the alien teleporter by Reedbeta.
The crate railway by Kilkenny
The laser experiment by Revolver
The moving walkway by Smike
The cool scanner by Coolguy
The HEV chamber by Blackrose
NOTE ABOUT THE PREFABS: They are there to serve a purpose in the game,
and saved me a whole pile of time. I also learned a lot taking a couple of
them apart.

Thanks to all. Thanks to 96Vlatitude web site for development tips.


My Background
I'm Peter Lok, a long time gamer. You might have met me playing Team Fortress as "Doh!!".
I have been a programmer/system analyst for 10 years, working with Oracle, Sybase, 
Visual Basic, C, Java, and Powerbuilder.  
Currently I'm also interested in switching over to developing online/multiplayer games
(server side work) from business applications.

E-mail: peterlok@hotmail.com  I'd like feedback on the map good or bad.
Web page (especially if you like traveling to places like Greece, Hong Kong, etc.):
http://www.geocities.com/Athens/Oracle/1039/index.html
My short stories, games, and articles (including one on ancient fortifications):
http://www.geocities.com/Athens/Oracle/1039/stories_art.htm

Playtesters
Thanks to Razor; Wayne Yan; William Wong for playtesting. Thanks to
Department of Engineering for beta map testing.