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                                      Evilsoup.bsp
                               an Evil Empire Production
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Evil Empire is: (in alphabetical order)
Mr.Yuk
Noodlehammer
(as of 9-8-2001)
E-mail us at:
evilempiremaps@yahoo.com
Web-address:
http://www.geocities.com/hicapclip/EvilEmpireHome

Special thanks to neo for beta testing for us! 

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Included is the evilsoup.bsp and the nodegraph for it, evilsoup.nod, along with this readme. 
Evilsoup.bsp should be unzipped to your valve\maps directory.
The node graph evilsoup.nod should be unzipped to your valve\maps\graphs directory.
The node graph is included because the graph is quite extensive, taking up to 1 1/2 minutes
to fully build! It's not needed, but the map may appear to hang up when first launched
without it. The sound will skip and all controls will be hung-up until it finishes. After 
building once, it will never have to rebuild. 

Evilsoup is a multi-genre map, it can be played as a Single Player adventure, or as a
Multiplayer deathmatch map.

It is specific to the style, if played SP, all triggers work. Sprites and ambient_generics 
will be enabled to announce the arrival of the monsters. In DM, the triggers are disabled,
none of the sprites and ambient generics will play. (Except for a few monsters that will 
show up in DM, they've been left in to keep the players on their toes!)

It also has customizable r_speeds. If the large func_illusionaries are causing a slowdown
or lag, they can be easily removed in game!

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Build information:
Build time: About two months of constant work and tweaking.
Built on: WorldCraft 3.3
Compiled with: Zoners Half-Life tools
Compile time: 1 hour 16 minutes on a PIII 1gighz 256 RAM

All textures are wadincluded for cross-mod playability. This map can be moved to any mods
maps folder and it should load. No moving or copying of wads necessary!

Very few custom textures are used. However textures from cstrike.wad, tfc2.wad, zhlt.wad
were used along with halflife.wad and xeno.wad to create the map. Some valve textures were 
modified and in no way are being claimed as our creation.

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History:

This map started out as a Counter-Strike map for a mutual friend.......boy did we goof! We
started out mapping, but then the map seemed to take on a life of it's own. It fell into
place each step of the way. Every room led to another idea, until finally it reached this. 
Our friend decided that this wasn't something he wanted for CS, and told us he was out of 
the picture, he liked it, but it wasn't what he wanted. Left half-done, it was the point of
either scrap the project, or redouble our efforts and complete it. As you can tell, we 
decided it was too good a project to let die. Hopefully you'll agree! :)

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Story:

After the Black-Mesa incident, Gordon Freeman goes to work for the mysterious G-Man, 
a figure of unbelievable power and influence. Unsure of Gordons trustworthiness, 
he's given little tasks at first. Simple mop-up operations involving getting rid of unwanted
Xen creatures that come to our dimension. Gordon soon realises he's nothing more than an 
intergalactic exterminator. 

The G-man has a bit of a problem. He's a gambling addict; games of chance involving loss of 
life are his only passion. He sets up arenas in abandoned buildings, factories, anywhere 
away from the prying eyes of the authorities. What he considers friends he invites to come
watch the deadly games of chance, and place wagers on the outcome.
 
His latest find for an arena seemed perfect at first. An old cannery, set back in a remote 
locale was ideal. After cleaning the area up, placing the weapons and inviting his 
so-called friends to come watch, he was mortified when the Xen Creatures found the factory.
It provided a safe environment with lots of food available, nesting spots and shelter.
Knowing that the contest was only a day away, and that no-one would bet on a DeathMatch 
while there were Xen Creatures milling about, Gordon got the call.

Upon arrival, he learns a recon detail has been there. Certain lifts have been disabled for
the coming game, but a work around has been found. Large metal objects placed over the 
targeted junction boxes will cause interference, and re-enable the lifts. Gordon soon 
realises that the Xen creatures are in telepathic communication with each other, telling all
of Xen where the factory can be found. They keep respawning, never all dying off, so the 
link never gets broken. If there was only some way of killing them all at once..........

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Tips and Tricks:

To lower r_speeds and improve fps in the large areas, or any area where the large 
func_illusionaries might cause lag, just break the passenger-side headlight on the truck. 
(American passenger-side, the right of the vehicle). This will be helpful if running the
map in software mode.

All buttons should be touch activates, if a couple aren't they will be fixed in a future 
release, but hopefully we've got them all.

The door to the oven is use only...........:)

Ammo might seem plentiful at first in SP, but unlike DM, it doesn't respawn. A few trips 
thru to figure out the puzzles may fully drain your resources. In some instances, running 
like hell might be a better option than staying and fighting.

There's more than one way of getting to the top area..........:)

Most of the big weapons are in areas that will require thought and ingeniouity to figure out
how to get them. All weapons are in the map, but finding them is a different story!

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Hope you find this map enjoyable! It's a bit big.......no it's way big, almost ridiculously, 
but it just came together nicely! 

Please check out our other maps on the site, there's a few other Beta's in production, and 
a few shorts, mostly VERC contest submissions, that are amusing. Keep an eye on the site 
as further maps are already being conceived and started!

Thank You for trying evilsoup! :)

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Known bugs:

If the game is saved, the round "smoosher" in the one room stops dead after reloading. 
Not sure why, might have to do with the avelocity key, but the regular train beside it stops 
too.......:(
Not to give any editing secrets away!



