April 6, 1997

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Title                     : Corporal Punishment
Filename                  : corporal.zip
Author                    : Gyro Gearloose
Email Address             : gyro@blarg.net
Description               : Deathmatch Quake Level - Corporal is an exercise
                            in consistent polygon counts.  It took 268 seconds
                            for a level 4 vis on a 133 Pentium and has an
                            "average leafs visible" of 54.  I also stole
                            the idea from Scott Mcnutt to make a little
                            start map to select the skill level with.
Red Armor & Megahealths to: Scope, Matt, Dave, Bubbah, Crash, Scott, Neil,
                            and many others!  Thanks to Trey & Chris for
                            Quest, and to all the other righteous utility
                            and add-on makers!  Thanks also to Joost Schuur
                            for his work on maintaining the cdrom.com archives
                            that we all use like crazy.

           Check out further wackiness and Quake stuff at:
                   http://www.blarg.net/~gyro

================================================================

* Boilerplate info *

Single Player           : Yes
Coop                    : Yes (4 starts in corporal.bsp)
Deathmatch              : Yes (10 starts in corporal.bsp)
Difficulty Settings     : Yes
New QC                  : monster AI and a grenade trap
New graphics            : All new textures
Base                    : New levels from scratch
Tools used              : Quest, qbsp_dos, numerous paint progs, QPU,
                          Newwad13 & 14, DOS 5.0, Win 3.1, Netscape 1.1N,
                          Aleko's Pizza, Reflection Network Series,
                          okay, okay... the pressure to set up an NT and
                          Win95 machine over in the corner to run Virtus's
                          Deathmatch Maker and UnrealEd on is building...
Build Time              : Way too long, as usual.
Distribution and legal  : Level design and graphic art Copyright (C) 1997
                          by Aaron Logue.  Unauthorized commercial
                          distribution prohibited.  This material may be
                          electronically distributed only at no charge to the
                          recipient, and may not be modified in any way.
                          UNDER NO CIRCUMSTANCES IS THIS LEVEL OR ARTWORK
                          TO BE DISTRIBUTED ON CD-ROM WITHOUT PRIOR APPROVAL
                          BY AARON LOGUE.  (Walnut Creek is cool)

* Installation Info *

1. Create a directory called "CORPORAL" under the directory where your
   QUAKE.EXE is.
2. Put CORPORAL.ZIP into that directory and pkunzip it there.
3. quake -game corporal +map gstart
4. Enjoy!

Replacements for quake -game corporal +map gstart include:

quake -game corporal +map corporal             <--- bypass the little start map
quake -game corporal +skill 2 +map corporal    <--- be hardcorpse
quake -game corporal +deathmatch 1 +map gstart <--- explore in deathmatch mode


* How about running it with the Reaper Bot and other patches? *

Yeah, and it's fun.  You can use corporal.bsp in deathmatch mode with a
different progs.dat with no error messages because I used spawnflags 2048
on the monster_corporal and trap_mortar entities.


* Where'd you get the textures? *

By the time you read this, the texture wad (gyrotex.zip) I used
should have made it up to ftp.cdrom.com.  It's free for anyone's
use, unless the use is for profit.


* Blah blah blah blah blah *

Note that the number of monsters doesn't change much between EASY/NORMAL/HARD
settings.  Their ability to kill you does.  Don't feel like a wuss if you
have to go through it a couple times in EASY mode to figure out where all the
Corporals are hanging out at.  Play it like you would in Deathmatch and don't
leave any of these guys behind alive... because they may hunt you down later!

These monsters are mean SOB's.  I can get through this level no prob
in EASY mode.  In NORMAL, I have to take my time and plan things out.
In HARD, I'm lucky to get past the wharf... and I know exactly where I
put all the monsters.  NIGHTMARE mode is there just for my own sick
amusement.  No one will ever complete this in NIGHTMARE mode.  Some will
get close, but never quiiiiite make it.  Several will *claim* to have
done it, but they will all be bound by the common thread of having
forgotten to have recorded a demo.  :)

I've included corporal.qc, which is the monster AI and the grenade
traps.  I really didn't make use of what the grenade traps can do -
using the mangle field, you can make them lob grenades in any direction
and speed you want.  Feel free to use the Corporals or the trap in
any levels you make.
