General Changes:
Updated the "Movement Class" descriptions to highlight strengths, weaknesses,
and added an input tutorial for their respective movement techniques.

Fixed random grammatical errors in some lore/descriptions.

Bobs ,and certain, other minions ;), now have ally markers above their head.
Gordon now receives an image above his Active Ability icon when his long-jump is available.
Kane now also recieves a haste icon when he achieves slide levels 5, 6, and 7.
Further updated character descriptions to match current mechanics.

Balance Changes:

//==========[Movement]=============\\

Gordon Freeman now has his own unique movement class.
[GldSrc Movement]:
Freeman can bunnyhop with air-control.
Freeman cannot strafe-jump.
Freeman can now "Long-jump" anytime he is crouching on the ground.
(Holding crouch for 1 second or less will allow Long-jumping.)

Doom characters now have higher ground acceleration, matching the original DooM.
(Tested with original DOOM .wads)
Doom movement now has much lower air acceleration to keep strafe-jumps in check.

CPM champions have higher air acceleration, but a lower speed cap.
Durandal and Intruder are now capped at 560.
Eradicator is capped at 600.
Freeman is capped at 700.
Painkiller is unchanged. (No cap)

Kane's crouchslide now accelerates over a spectrum, instead of a flat buff.
His crouchslide speed is determined by either, his fall height, or his current momentum.

//==========[Weapons]=============\\

[Nailgun]:
Fire speed reduced slightly.
(Fires a nail every 4 tics, instead of 3.
 On-paper DPS is now ~105, from 140.)

[Super Nailgun]: Damage 20 -> 18 
(Nail every 3rd tic. (210dps)

[Lighting Gun]: Pushback 200 -> 84. Holster speed greatly decreased to bolster combo utility.
Damage raised from 7 to 8.

[Tribolt]: Recovery from ~1.3s to 1.2 seconds. Damage from 45 to 40.
 
 
//==========[Characters]==============\\

[Corvus]
	Reverted Corvus' stock count to 3 and updated cooldown information in bio.
	Reduced Corvus' flight speed from 142% to 116%
	Corvus now takes 125% damage when in flight. A debuff icon will be shown.
	
	Corvus now has a "Burnout" mechanic tying his Regeneration to his Flight stocks:
	When fully stocked, Corvus heals 2HP/s.
	At 2 stocks, regen is reduced to 1HP/s, and his movement reduced by 10%.
	At 1 stock, Corvus receives no regeneration, and moves at 80% speed. 
	At 0 stock, Corvus takes 1.125% more damage and moves at 70% speed.
	
	Changed Corvus' [Miruvor] passive.
	Hourglasses now give Corvus HP, not cooldown reduction.
 

[Doomguy]: 
	BFG Cooldown from 60s to 40s.
	BFG ending animation reduced. (Weapon holster occurs faster)
	
	New Passive = [Blue Armor] 
	Max Armor set to 100AP. NEW!
	Max armor overstack increased to 200.
	Overstacked armor no longer degenerates.
 
Duke Nukem:
	Ice projectiles move 20% faster.
	Hourglasses give Duke 4 shots.
	Freezegun is now fully automatic, changed from burst.
	(Duke can now place his Freeze shots with more accuracy, and save more ammunition.
	 Less ammo is given by small hourglasses to increase the penalty for missing.)
 
Durandal, Eradicator, Intruder:
	Air acceleration increased slightly.
	Run speed decreased slightly.
	Movement cap lowered to 560 for Durandal and Intruder. 600 for Eradicator.

Freeman:
	Gordon Freeman now has his own unique movement class.
	[GldSrc Movement]:
	Freeman can bunnyhop with air-control.
	Freeman cannot strafe-jump effectively.
	Freeman can now "Long-jump" anytime he is crouching on the ground.
	(Holding crouch for 1 second or less will allow Long-jumping.
	A Lamda icon will be displayed when long-jump is available.)
	
	Gordon's Active Ability has been completely replaced with "Pheropod".
	Gordon's Active cooldown duration has been increased.
	Pheropod:
	Taken from Half-Life 2, Gordon throws a glandular sac which releases pheromones on impact.
	Shortly afterwards, antlions will be emerge at the location of impact.
	In PvP, three antlions will emerge, but in PvE, five will.
	They have low health, but fast movement and high melee damage.
	Gordon carries three, and each pod's cooldown is set to 40/80s.
 
Kane:
	Ability Cooldown set to default time.
	Kane's Cooldown has been decreased to its original time.
	Kane's injection now heals 100HP over 10 seconds, up from 80.
	Kane's crouchslide now changes based on either, the height of his jumps, or his current horizontal momentum.
	There are 7 levels, and at the highest levels he receives bonus speed for the duration of his next slide. (Details at bottom of document)
 
Galen:
	Ability Cooldown from 35s to 30s.
	Totems now have 80HP.
	Galen's totems now do 60% of their original damage. (45, from 75)
	Super Totem (Placing a totem with 3 totems already placed) damage is unchanged.
	
	[Channeling]:
	Galen now overstacks 20% of stimpacks and medikits. (5hp & 10hp)
	Use this to continue proccing his passive, "Channeling".
	These will now give him 5% and 10% cooldown reduction, respectively. 
	(Was -10% for both)
	HP Bonuses give -2% cooldown reduction.
 
Major:
	Cooldown increased by 5 seconds. (45 to 50)
	Active Ability Duration increased by 2 seconds.
	Active Ability firing input changed from "Fire" to "Active Ability" key.
	Major can now fire her weapon while using her Active Ability.
	(Major may now pressure opponents into her airstrikes)
	 
Menelkir:
	Removed both "Offering", & "Libation", passives. 
	They have been replaced with a new "Bloodlust" passive.
	
	[Bloodlust]:Killing monsters will extend your minion's life and raise his health slightly.
				Killing a player now refreshes your servant's timer fully,
				and slightly increases his health, instead of lowering it.
				Keep fragging to keep Dave alive as long as possible!
 
Orbb:
	Ability cooldown from 45s to 40s.
	Eyeball/camera has 10 more seconds of active use. (25s -> 35s)
	(Orbb can now reliably watch or pressure key locations more effectively)
 
Ranger: (Thanks Kultasakaali)
	Increased ability cooldown 25 -> 35 secs
	Reduced Dire Orb ripping damage 30 -> 15
	Reduced Dire Orb explosion damage 100 -> 70
	Can't teleport for 20 tics after Dire Orb thrown
	
Zedek: 
	Changed stomp damage formula to deal much less damage from small drops,
	little less damage from high drops. (Thanks Kultasakaali)
	
	Disabled Bull Rush until I can figure out the bug that prevents its activation.
	 

[Theories:] 
	Corvus is an incredibly powerful character.
He doesn't need to plan around map design, and can both
rushdown, or retreat, better than nearly anyone else in the game.
On top of this, his healing keeps him stacked up no matter his play.
These changes force Corvus to both manage his flight
mechanic, and punish him for its carefree use.

	Galen is a solid, defensive, "map control" character.
He, however, had difficulty proccing his passive consistently
without the nailgun and this made it difficult to set up multiple totems,
especially on small maps or solo game-modes.
His previous buffs helped this, but his map control will be strengthened 
further with this ability to deny health pickups. Totem damage has been
reduced for the, likely, increased chance of running into one.

	Gordon's active ability was, while very fun in PvE, nearly useless in PVP.
It required precise timing, even after the previous buffs, offered little reward,
yet potentially fatal consequences.
His new active ability gives him a much more obvious presence on the battlefield, and
retains the notably fun, infighting factor that his original A.A. possessed.
	
	
//==========[Kane Boost levels]==============\\
	
Level 1:
Normal jump height, high friction.
Expect speeds matching normal movement speeds. (350-400)

Level 2:
Nailjump height. Friction reduced by 20%

Level 3:
Tri-bolt jump height. Friction reduced by 40%

Level 4:
From heights of 456-599
(About 2 player heights, most stairwells); Friction reduced by 60%
Expect speeds of 400-600.

Level 5:
From heights of 600-749 OR speeds of ~700 (Jumping from Blood Covenant's 2nd floor to the 1st floor) 
Friction reduced 70%.
Grants +10% bonus speed. 
Expect speeds around 700+.

Level 6: 
From heights of 750-899 (A rocket jump or using the Rocket Jump-pad in Blood Covenant)
Friction reduced by 84%.
Grants +20% speed boost. 
Expect speeds over 1000+

Level 7:
From heights of 900+:
+200% speed boost.
Friction reduced by 94%.
Go plaid.

//==========[Zedek Bull-rush levels]==============\\
			[CURRENTLY DISABLED]
	Zedek must hold the forward input to deal damage.
	Zedek will typically damage enemies
	twice before his momentum stops.
	
	Alternatively, because Zedek's Rush
	hitbox is slightly larger than he is,
	you can run just beside enemies to hurt them.
	
Level 1 achieved around speeds of 500:
	6 damage per hit.
Level 2 achieved around speeds of 700 
	12 damage per hit.
Level 3 achieved around speeds of 900
	20 damage per hit.
Level 4 achieved around speeds over 1000. Very difficult to achieve.
	40 damage per hit.