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*Glance Info*

Map Title: Binary Power Matrix
Author: Theo "Ishar" Mahony
Email Addy: theo@yeti60.freeserve.co.uk
Release Date: now
Bsp Name: Ishar_BPM
Map Style: Small Deathmatch, 2-6 players (no SP or difficulty settings)

Props to: Id software, Valve, Sierra, and Quincy, for his enthralling adventures as a state coroner, and for managing to make the hours of tweaking, carving, texturing and retexturing slightly less mindnumbingly boring.

Big Props to:  HL Department Of Engineering, DJ Hotrock and Razor, for playtesting and excellent feedback.

Author History: ishar_puredm..  er.. my first ever map done in about five hours.. its really basic but i still like it, even if a certain uk map review site doesnt hehe.

Other stuf bout me: HPB gamer frequenting halflife servers under the alias "Ishar"..  also known as "Preacher" "Lag_Sinatra" "Ping Crosby" "Laggy Davis Junior" "Crazy_Abe" "Drunken_Monk" "SlightlyBeige" "Something" and "Mentalist"..  33.6 modem doesnt stop me hehe  ive got to number 1,700 in the HLDM CLQ, not bad for my connection :)~

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*Shut up and tell me how to get started*

To Install this map, simply place the bsp file and the txt file in half-life/valve/maps
If youve downloaded the sky texture "mars2", place the files in valve/gfx/env
If you dont have the mars2 sky texture, simply type "cl_skyname space" or replace space with night or any other dark sky to select a replacement.

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*Construction Info*

Constructed using: WC2.1

Known Problems: second ever map, so a few probs like tiny tiny cracks in places.. and thats a maybe..  WC didnt find any errors anyways.

Construction Details: about 30 hours to construct, refine, polish and tweak the layout, several hours selecting and applying textures, lots of hours adding and testing entities, other hours testing and correcting errors, minor brush arrangement and fixing those fucking carving problems

Construction Period: total work time about 48 hours, learning as i went along (i didnt even know what an env_sound was when i started)

Compile Time: 45 min approx (44 mins 23sec for perfectionists out there)

Compile Machine: p2 300 mmx, 64mb RAM, 12meg voodoo2, bout 200 megs disk space left hehe

qcsg: 20sec  qbsp2: 39sec  qrad: 279sec (5min approx)  vis: 2325sec (40 min approx)

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*Legal Shit.. copyright.. threats etc*

Basically send it to anyone ya want as long as both you and they:

Do not use this level for profit making purposes without direct signed permission from me.

Ask if you wish to include this map in a compilation pack

Do not add to or change this level in any way, do not use it as a base or even use a section as a template without my permission.

Dont forget that wherever the map goes, the text file goes.

Dont contact me if your pc explodes or has any kind of malfunction while playing this map, cos it aint my fault at all.  if you dispute this i have a solicitor who would love to hear from you.

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*Additional Map Information*

	Situated on Phobos, and formerly a power station supplying what used to be the Union Aerospace Corporation waste management facility for the Mars colonies, the structure was one of the few left intact after the trans-dimensional portal incident involving hostile alien life forms which resulted in the loss of several thousand UAC and military personnel aswell as the asteroid moon Deimos.  A catastrophic collapse in the space/time continuum resulted in a spatial implosion, and the total destruction of Deimos.

	Some decades later, the asteroid moon Phobos was taken over by another hostile alien species, and one we are all too familiar with..  The Xenites.  The creatures begun to convert the abandoned station into a minion regen facility, designed to resupply and rejuvenate Xen hordes.  The restructuring of the entire asteroid was devastating to the aeon-weathered asteroid Phobos, as the surface had been scoured of every resource until every rock was replaced with vital equipment.  The asteroid is now only a tenth of its original size, and hardly warrants the title of "moon" anymore.

	After the destruction of Nihilanth, the remaining Xenites phased out of existence, leaving their structures and advanced alien technology to be studied and researched by those who claimed them.  The Binary Power Matrix was the power core of the Phobos Regen Station, and it has now been modified to serve as an HEV personnel resupply facility, utilising the unique binary power conversion system, providing highly efficient organic and cybernetic regeneration.

	Dr Freeman's exposure of corruption at the BMRF resulted in the collapse of the multi-trillion dollar conglomerate.  The facility is now completely deserted, following an elliptical orbit around its parent planet.  To this day, the binary power matrix gathers dust in the artificial atmosphere of Mars' only remaining moon.

Note: the map's background story is very loosely based on the annals of DOOM, property of id software.

The scenario itself was written by me so dont copy it.  note that only names and key historical events are from the DOOM and Halflife storylines.

	DM scenario addition:  since Mars claimed independance, the planet has produced a thriving population, but not without a thriving underworld.  Mercenaries and Clans frequent The Red Planet, making trades for supplies and ammunition.  The BPM's cloaking field overloaded from the result of damage caused from being caught in a crossfire between two rival ships.  Exposed to sensors for billions of miles, the Binary Power Matrix was a goldmine ready for the taking, and thats just what happened.  The facility has now become a fighting ground for those who wish to claim it as their own.  Who will capture and hold this unique hi-tech piggybank?

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*Map Layout Pointers*

Okay now if you read on it might spoil the surprise for ya....

The layout is tweaked for gameplay rather than to stick to the silly story (see above)

	Several alcoves are positioned in the main ground floor area, one holds a long jump module, the other two are empty..  they are health and HEV chargers and CANNOT be accessed unless you jump INSIDE the alcoves.  All of the big drops that damage your health are MEANT to do so, as the areas they access provide a tactical advantage during gameplay.  The highest platform (in the glass roofed passageway at the top of the level) gives you one damage free direction to the right, providing entry to the upper floor of the cylindrical atrium and from there, the stairway and the ground floor atrium (but the last one is a damage fall)

	Jumping from the rpg ladder platform to the upper atrium landing is very hard and is meant to be so, thus forcing you to take the route through the databanks to the ramp, if someone sees you there and knows the layout, they can ambush you at the ramp access.  This is a gameplay balance, and another example is the RPG area, where pipes damage you if you touch them.  When you do (and you will, trust me its unavoidable without the gauss gun) an energy discharge with a large sound radius will be heard, alerting anyone in the vicinity and letting them know you have the RPG.  Also, a sparkling effect will be visible in the regen alcoves, signifying feedback.

	Jumping from the upper atrium to the databank and rpg access corridor is also tricky and you have to either time it right or duck just before you land.  This is because that side of the level gives a tactical advantage for ambushes and weapon acquisition.

	Healthkits were added in Beta2 and are placed strategically, as are batteries.  Most respawn points will not leave you with just a pistol, equipping you instead with a magnum, AR, shotgun or handgrenades.

	Camping spots can no doubt be found, and healthkits are nearby to resupply the sneaky beggars, but they are placed near tactical advantage areas, balancing gameplay.

	Beta3 brought the ability to go on the roof, looking down through the glass corridor ceilings and dropping through a few carefully placed holes.  Now..  heres the meaty bit..  gauss gun.. hidden somewhere :)~ ..along with a few gauss clips.. also hidden hehe.

	Beta4 had modifications to reduce r_speeds, the holes in the roof were filled in and some of the glass was replaced.  also, the gauss and rpg were switched.

	Beta5 heralded more r_speed reduction, namely the removal of the water area ladder and the sealing of the doorway to that area, leaving a gauss jump as the only means of exit.  other modifcations included illumination of very dark areas and minor weapon placing alterations.

	Beta6 introduced two new roof access areas, positioned where r_speeds would not be compromised.  Also, more lights were added in places.  These additions were made after feedback from the HL DOE.  trigger_hurts around the pipes were replaced with a single block entity as opposed to the three groups of two entities present beforehand.

	If you decide to fall off the edge of the facility, you can expect gibbage as the facility's sag2 field (shield, atmosphere and gravity generator) tends to be pretty powerful, vapourising anything that attempts to get through it.  Also, a sound will notify everyone you have just cratered.  What sound you hear i cannot say... :)~

(note that ships visiting the asteroid enter through a temporary field window which, while active, disables the gravity for the entire station  *not a current map feature, just in case some attempted smartass says "how the hell did they get in there in the first place?" hehe*)

	Personal Note:  this map was never intended to be a deathmatch map, i just wanted to see what kinda stuff i could do.  but then i started seeing promise in the architecture and fiddled with it a bit, adding stuff here and there til i had a workable multiplayer kinda thing.  the r_speeds ended up high and so my original vision of the glass corridors had to be cut down to size a bit.  so the r_speeds went down but not much, but then this isnt a problem for me as i didnt make the map to please the "l33t deathmatch cr1t1c5" out there, i just wanted to make a map that i could play on with lots of peeps and see how the battles unfold.  ok im done. hehe.

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*r_speed rundown*    *note machine used is p2-300mhz-mmx  64mb-RAM 12meg-v2-3dfx*

	Map Area		Minimum r_speeds	Maximum r_speeds
Upper Atrium				200			500
Lower Atrium				250			550
Main Hall				300			600
Ramp Room				200			300
Corridors				200			300
Upper Atrium (main hall respawn)	300			450
Databanks Access Platform		200			350
Databanks				150			250
Gauss Pipes Area			200			450
Monument				150			350
Highest Roof Area			350			700
Glass Corridor Roof Area		350			650	
Ramp Room Roof				300			600
Databanks Roof Area			300			450

* does not stay at this level for long.. only if specific areas viewed*

Note: minimum r_speeds were NOT obtained by looking at a wall up close, im not stupid hehe

Total r_speed average: 
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*Playtesting Notes - and a kinda weird self-analysing pseudo-schizophrenic FAQ*

a) while playing 1 on 1, i found that there are a lot of sneak-up opportunities.  one such instance was when my opponent camped under the monument (table shaped thing), and i dropped through the hole above onto the roof, and then dropped right behind him without him noticing.  from then on, all that was needed was one well placed bolt hehe.

b) i gotta do something about the snarks..  its VERY easy to snark spam in this map, so i puttem in the drink, so to speak..

c) map too dark in places.. hmm..  the red light would help but i need something a bit better, maybe moonlight casting onto the darkened areas..  beta 5 put a glowing light on the crossbow n the upper atrium area, illuminating the camp spot.  beta6 has lots more light on the roof area.

d) gaussing through ceiling pisses people off..  well duh i mean thats why the gauss is so hard to get in the first place.. ill ramp up the electric shock damage by a factor of 2 to add a bit more of a handicap.  oh, and if YOU get the gauss too, you can happily splat any roof campers from the relative concealment of the lower levels.  (the roof area is more open and vulnerable)

e) rpg too easy to get?  ..well i guess so if you know the map layout..  i put the rpg on the chimney roof.. maybe therell be hot plasma vents which damage any trespassers..

f) health and hev alcoves too difficult to access?  well yes for a reason.. people cant run by them and recharge, they have to at least jump to get some health, and jump IN to reap the full benefits.   the alcove shape also partially conceals the player inside.

g) camping spots.. this place is full of em..   yeah, and its up to the players to fix that problem, as the point of the map is to move around constantly, and doing so will reap benefits such as health armor and powerful weaponry..  if you know the camping spots you can bet some predictable camper will frequent these areas, and can take advantage of their ignorance.

h) ARGH xen textures SUCK man.. my eyes goddamnit!   well these textures work for the atmosphere i wanted to create.. and the whole binary power matrix storyline is followed by the design and apparent textural modifications to the structure.

i) hey dude, the r_speeds on the roof suck..  ..well theyre half what they used to be thanks to the modifications made in betas 3, 4, 5 and 6.  Maybe ill plug the water area with a roof and have a small vent for the gauss jump exit, or maybe a trigger push or q3 style jump pad instead?

j) its too easy too fall off the roof!  .. hehehe i like the falling idea, the map needed somethin funny..  ..basically if you arent good enough to stay on, you can bet everyone in the level will know from the screams.


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*end of fuckin long text file*