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**************************************Trap_Time*********************************************
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Author: Mr.Yuk 

E-Mail: hicapclip@yahoo.com
        evilempiremaps@yahoo.com

Compile Machine: PIII 1gighz, 256RAM

Compile time: Less than an hour, even using advanced parameters (-extra -dscale 1 and a few others) in the compile configs.

Built on: WC3.3, compiled hundreds of times, seriously.

Started: Jan 2001

Finished: Probably still isn't........But I'll say Jan 2002.....

Single player: No, but it's a good idea to fire it up Single Player to check out how everything works. 
Use god mode - you'll need to. :)

Deathmatch: Yes.

Custom textures: Yes. A modified Valve texture, and one other borrowed from the net. All -wadincluded in.

Custom sounds: No.

Custom Sprites: No, but a few are unique in placement by changing their PYR.

Entities: 430 point, 290 solid. Eeks! That leaves 304 entities until max entities is hit...

Recommended # of players: 6-12

This map at release hasn't been thoroughly tested on an internet server, just across a LAN. I do have concerns about how it's going to handle while playing. There will be alot of info passing from server to client and back, especially if alot of traps are going off at once. If lag occurs, limit the number of players to 4-8. If needed, also lower the gib and decal life on the server.
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*************************************About**************************************************
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Trap_time is a concept I've not seen in other maps. So many are just eye-candy. They look great, but the only thing that's dangerous or deadly is the other players. In Trap_time, the map is as lethal as you are, and still looks good (I hope!).
 
Every room and almost all hallways have traps. The big yellow buttons fire the traps off, they are set so shooting them activates the traps, as does bumping into them. They can be fired accidentally, or shot from a distance. 

Also, thanks to an idea by ?Maze_Master?, there's a random event generator that fires
off a random trap between 0 and 90 seconds (actually, the "ghost" fires it........) making the map deadly; you won't know when the room you're in is going to go off. You will know when it's about to fire,  the "ghost" of a security guard appears briefly in front of a button before it fires. He was a security guard, who went nuts and killed himself somewhere in the map, his body was never found and his spirit wants revenge. 
(Look hard enough, you can find his remains.....)

The teleporter is a "random" teleporter, it has 9 different destinations. Each trip thru can send you to a different part of the map. Some are better places to be teleported to than others though.......one chance out of nine is a tribute to a great movie, Dr. Strangelove. Play long enough, you'll see.......hehe.........:)

In the control room, above the teleporter, button 1 starts the chain reaction that fires the nuke. Button 2 enables the teleporter and doesn't become activateable until 1 is pushed. Kind of a Fail-Safe method. You want to teleport, you have to fire the nuke. Watch the Radar screen over button 2, there's a blip that lets you know how long you have until the nuke goes off. Once fired, blast doors come up, allowing only 2 exits from the outside area, besides the teleporter, to avoid being nuked. 
You hear the siren, get underground fast, at any cost!

All glass and breakable grating is respawnable, making hiding areas easier to disappear behind, but also blocking the first few shots if you're behind them.

Most grating that you can see through, can also be shot through. Ladders, railings and floors allow bullets and ammo to pass right through. It seemed un-realistic to be able to hide behind something that you can see through, like an open railing, so I made them all passable to weapons. Some weapons though, like grenades,satchels and snarks, will fall through too.......a bug I purposely left in. Makes some situations harder. RPG's too can be shot through the gratings, even though the "holes" look too small.......

The conveyor trap cannot be out-run, once the conveyor becomes active, you will be sucked backwards if you're on it. Even running full speed forwards and jumping won't help. Just to add to the victims misery, the gang-plank that goes up can act as a platform for the player who activated the trap to stand on and fire down on the running victim.

The gas traps are basically a way to slow down pursuit (but can kill if spawning into a gassed area), fire it off and the players will have to either take damage to follow you, or wait until the air clears.

You can never have enough Snark traps in my opinion, there's three in Trap_time!

Some bugs found were left in intentionally, as long as they were lethal! 

Reversing the rising/lowering of the green slime trap is possible, but I'm not telling you how!

Some traps are original ideas, others are tried and true traps that are modified from other maps, from a variety of games. The name Trap_time I "borrowed" from a level in Dungeon Keeper 2, the first game I ever got addicted to and still one of my favorite games to play. 
(I spend more hours editing for Half-Life than actaully playing it anymore, or any game for that matter......but HL is still an awe inspiring adventure, the greatest First Person Shooter to date.)
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************************************Thank You's*********************************************
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A big thanks goes out to NoodleHammer, a great guy at the VERC forums, who has been invaluable in helping out with this map. He's been the extra set of eyes that have found many bugs that I've over-looked. Also thanks goes out to 2ez2kill and mimicmaster for beta testing for me.:)

Thanks also to [WTF?]Huenberry and JUIM for helping out at the last minute to find the final bug! As noted, NoodleHammer's sharp eyes were the final test, he "bumped" right into the error!

To the gang at the VERC (In alphabetical order): Delete_Me, Gonnas, hads, neo and the rest of the buds, a big Hey! 
Thanks for not only looking over the map, but for putting up with me!  :)

To Autolycus, for having believed enough in me to make me a Moderator and News Person for the greatest Half-Life Editing Web-Site on the Internet, the VERC. 
Without him I doubt this map would have been completed.
http://www.valve-erc.com

To Valve, for creating Half-Life and making it so easy to modify. Half-Life will live on for years, due to the ability to make your own levels, and with the variety of great mod's out (and still to come), you can live in the Half-Life universe and never grow tired of it. A great game, made greater by a few wise folk who allowed their source code to be freely given away. 

To ?Maze_Master? for coming up witht he great idea of the Random Event Generator, an invaluable addition to Trap_Time.

And finally to everybody else who I've gotten to know in the mapping business, both amateur and pro, thanks!
*********************************************************************************************************************************History********************************************************************************************************************************************
I first started this map for the Planet Half-life mapping contest that was running in January 2001. I had been making maps for about a year or so before and figured I'd at least try. It was "completed" on Jan 25th and submitted. On the 26th I found some bugs.........but by then I figured it was too late to redo and resubmit.
 I fixed the problems and started adding things. Because of this map, I went to the Half-Life Editing Resource Center (now the Valve ERC) and started helping out others as I myself learned more about editing with WorldCraft. In March I was made a moderator on the VERC forums, where I can still be found today!
 
In June of 2001, I recieved an e-mail from Global Assault about a contest they were running. I was being contacted because a map I had made had been reviewed at the site. I had never submitted a map for review and was curious to see what they were talking about. Lo and behold, there was the original Trap_Time from the PHL mapping contest, unplayable to anyone who didn't have the PHL.wad, I didn't know how to use -wadinclude when I first made it. They must have gotten all the maps and searched through them. In my opinion, the map as it was had major flaws, misaligned brushes and textures, vis problems, others too numerous to count. But it had gotten a 9 out of 10 as it was, a higher score than some of my favorite 
mappers had recieved on some great maps! I was pleasantly shocked. But I also had at the time, a more complete version that I had been working on. I thought about submitting it again then, but decided I could redo some more, and make it perfect in my eyes. 
Seven months later, and more changes than I can count, I think I might have gotten it right. But probably in the near future I'll find something I think I can do better.........
*Cheesy Hollywood Sequel title here*

***************************************************************************************************************************Legal Mumbo Jumbo********************************************
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This map may not be used in any commercial venture, or included in any for sale CD's, or sold period. This Readme must accompany the BSP in all transfers, whether by Internet, Floppy or other means of transferring data. It may not be used in any MOD, without my written consent. Decompiling it and stealing things is strictly forbidden too. It can freely be used as inspiration, but all ideas and entity set-ups were crafted by me, maybe not thought up by me (like the Random Event Generator first concieved by ?Maze_Master?, and the respawnable breakable glass), but I made everything in Trap_time from scratch.You should too!

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