May 15, 1997... Jun, Jul, Aug, whatever.  Sat on my disk too long.

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Title                     : Corporal Punishment II
Filename                  : corp2.zip
Author                    : Gyro Gearloose
Email Address             : gyro@blarg.net
Description               : Deathmatch/Single Player Quake Level & Bot patch
Red Armor & Megahealths to: Meanstryk, Den, Matt, Scott, Neil, Langsuyar,
                            BillS, Dark_Skye for the cool bots page, legion
                            for his killer contributions to the world of bots,
                            and many others!  Thanks to Trey & Chris for
                            Quest (still the most powerful vertex manipulator
                            out there), 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 (3 starts)
Deathmatch              : Yes (8 starts)
Difficulty Settings     : Yes
QC                      : monster AI and bots (see gyrobot.txt)
Graphics                : gyrotex.wad
Base                    : New level from scratch
Tools used              : Quest, qbsp_dos, DOS 5.0.
Build Time              : Far too long, as usual.
Distribution and legal  : Level design and textures 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.

* Installation Info *

1. From within the same directory that your registered QUAKE.EXE resides,
   pkunzip -d corp2
2. quake -game corp2 +map corp2
3. Enjoy!

Replacements for quake -game corp2 +map corp2 include:

quake -game corp2 +skill 0 +map corp2       <--- stroll in the park
quake -game corp2 +skill 3 +map corp2       <--- hardcorpse
quake -game corp2 +deathmatch 1 +map corp2  <--- DM w/ Corporal's buddies
quake -game corp2 +deathmatch 1 +map dm1    <--- Indecisive Bots in DM1


* How about running this level with other patches? *

Yup.  You can use corp2.bsp in deathmatch mode with a different progs.dat
with no error messages because I used spawnflags 2048 on the monster_corporal
entities.


* Where'd you get the custom textures? *

The texture wad (gyrotex.zip) I used is available at ftp.cdrom.com.
It's free for anyone's use, unless the use is for profit.


* blah blah blah blah... *

Corporal Punishment II

In single player mode, you'll be up against some Corporals with attitudes.
In deathmatch mode, you'll be up against the Indecisive Bots.

After the last beating you gave them, The Corporals retired to Neil's
Monastery for some much-needed introspective meditation.  Some of them
achieved total enlightenment, laid down their weapons, and declared
themselves to be pacifists.  The others decided that saffron robes were
for wimps, shot the place up, ate all the pacifists, and hit the road.

A subtle change came over the remaining Corporals however: The carnage
that they inflicted at the Monastery put many of them at ease and
turned them into killing machines with a greater sense of patience
and purpose, more likely to pause and think for a moment before rushing
headlong after their prey.

It is into this den of deliberate Corporals and their pets that you venture,
fighting for your life and to rid the world of these nefarious beings.

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There's a room with a board and some lettering on it.  It's a reader board
that shows when certain objects have been picked up.  It doesn't make any
sense in single-player mode since the Corporals don't run around picking up
armor and stuff (hmmm...) and, alas, didn't turn out to be as much use in
deathmatch as I thought it might be.  The idea might work better in a 1-on-1
deathmatch level that's set up to allow players to move around silently.

I took the spiky-ball teleport target out because I kept getting infrequent
"MOVETYPE_PUSH on a non-bsp model" errors.  I finally tracked this down to
some code in plats.qc, where the .movetype of the spiky-ball
misc_teleporttrain is set to MOVETYPE_PUSH.  Presumably, they need the
spiky-ball to be a MOVETYPE_PUSH so they can move the teleport target around,
but unfortunately the engine blows up with that once in awhile.  Maybe END.BSP
doesn't blow up because the spiky ball is up high where critters and players
can't run through it...?

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Corporal Punishment II and Indecisive Bot is Copyright (C) 1997 Aaron Logue,
and may not be distributed without the permission of the author.  Commercial
use of this material is subject to prosecution, including but not limited to
injunctive relief.  Portions of the compiled progs.dat are copyrighted by
Id Software, Inc.
