================================================================
Title                   : Population Control
Filename                : pcontrol.bsp
Author                  : Harvey "Papa Control" Morris
Email Address           : thefargi@erols.com
Description             : Having spent many a night playing the
                          original Abandoned Base, it occured to me
                          that the base wasn't really abandoned...
                          everything was in tip top shape, no blood or
                          other signs of Quake's depridations, no
                          broken structures, none of the decay normally
                          associated with areas that had been
                          "affected" by Quake. So I set about changing
                          that. This level is what an abandoned base
                          would be, after Quake's minions had torn
                          through it. 
                          
                          Naturally, this leaves the perfect playground
                          for a bunch of battle hungry marines ;) And
                          we'll just ah... ignore the handy weapons and
                          armor lying scattered about.
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* Play Information *

Single Player           : No
Cooperative             : No
Deathmatch              : Yes, 6 is an optimum level of players, 4 results in a slightly 
                          slower game, 8 in a more frantic experience.

Difficulty Settings     : No
New Sounds              : No
New Graphics            : Yes, some Scourge of Armagon textures used
New Monsters            : No
New Demos               : No
New Models              : No
QuakeC Patches          : No

* Construction *

Base                    : Original level
Editor(s) used          : BSP v.75
Known Bugs              : None
Build Time              : Roughly 35 hours building, 5 hours playtesting

Comments                : As this was designed to be a heavy action 
                          ffa level, I endeavored to eliminate the effectiveness
                          of camping. While you can still sit in an area,
                          it's pretty much impossible to rack up any 
                          serious frag count. In field tests with eight
                          players, flow worked well, with a decent distribution
                          of people in each area, and no excessive
                          level of congestion anywhere. The level is well stocked
                          with toys, containing two rocket launchers,
                          three suits of green armor, two yellow, and one red.
                          There are also three megahealths, and a goodly
                          number of normal health packs. All weapons are 
                          present, as well as one quad and one
                          one pentagram. The pentagram requires
                          a rocket or grenade jump to reach, and the
                          quad requires either a ton of health and
                          armor, or a good bit of luck ;) Two
                          teleporters allow for quick transportation
                          between both sides of the map, and there is
                          a fast one way path that leads quickly to
                          the basement, but no quick way out, which is
                          intentional, due to the rocket launcher
                          and two megahealths available.
                          
