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sj_hldm1:
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Author:			(scary_)jeff Simpson. (English, 17)
Map title:		fishgod.
Construction time:	about a week for the construction and a further week retexturing.
Map type:		half-life deathmatch. (Also rocketcrowbar and other mods that work with 			non-specific maps)
Players:		2-8.
Stuff done:		nothing except the level, the jrf, and this.
Made using:		worldcraft 3.3, and zoners half-life tools.
Other stuff by me:	err... nothing.
Website:		http://www.mystuffplace.co.uk/
Email:			scary_jeff@hotmail.com.

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gameplay notes:
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1. To get the gluon, you have to go into the tank of water outside, then swim through the building, then get the gluon and leave by the pipe or the teleporter. The idea is that whilst swimming, you are very susceptible to being shot through the glass with the gauss.
2. The longjump module isn't hard to get, but then all you can do with it is get the armour on the rock that it is on without the gauss, and get the snarks on the wall opposite.
3. The alien claw, which i know people don't like others using, is not hard to get either, but hopefully players are vulnerable enough to being sniped / otherwise killed when on top of the rock to mean that nobody keeps the weapon for long.
4. Put the nearby trip mines in the teleport destination to kill gluon-getting people.
5. People camping with the rocket can be killed by jumping out of the window where the ladder to get to the rocket is, then sneaking up on them, or just gauss-jumping over the pipe from the gluon, and killing them that way.

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jumbot notes:
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I was surprised at the performance of the bots on this level (First map = First jrf), and although they don't get the rocket due to the ladders involved, they do go everywhere else, including the vents and through the underwater pipe thing to the gluon. Oh and they don't get the longjump module or the snarks opposite, but they don't seem to use the longjump anyway so nothing lost. (visit http://www.telefragged.com/thefatal/jumblow.shtml for more info on the excelent Jumbot)

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thanks:
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Hondo (hondo@telefragged.com), for having a look at the 'beta-levels' and giving me tips on how to make the final thing better.
Dave (big_seagul), for testing and additional input.
Matt (mesomphalos), for input on how it looks in software mode.
Half-life DOE (http://www.doe.lowlife.com/halflife), The Half-life Editing Centre (http://www.halflife.net/hec), and Half-life Editing Resource Centre (http://halflife.gamedesign.net/), for having tutorials on stuff I didn't know, including sounds, r_speed reduction, and making cliffs. (First map = me stupid)

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copyright etc:
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Don't really see the point in this but everyone else seems to have it so here goes:
Include this file with any distributions of the level.
Ask me (email) before putting this on a magazine or including it in a compilation.
and... oh ye don't change the level in any way, allthough if you want me to make the map compatible with some mod, as long as it wont require retexturing the whole map, I may do it.

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last thing:
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Please tell me what you think (of the level) and if you think I should do another, or just go away and forget about mapping, or whatever.
Also I am stuck in 800*600, which is not ideal for mapping, so if anyone would like to donate a monitor..... ;)
