TC_MERIDIAN BETA 5
(tc_meridian_b5)

Gametype:	Territory Control
Players:	24-32
Author:		Mark "Shmitz" Major
Contributors:	Scott "Buddikaman" Petty
		Pat "MangyCarface" Mulholland
		Steve "Scoobings" Post
E-mail:		shmitz@gmail.com
Version:	0.5.0

___________________________________
Revision History

BETA 5
* Reworked interior of the boat (BLU final defense round)
  Main blue spawn is now at the top level, with the intel
  being in the hold of the ship.
* Improved temple textures.
* Intel return timer increased from 30 seconds to 40.
* Spawn times start slightly lower, but their reduction
  over the course of a round is much less. Spawn times 
  are no longer instant at the end of a round.

BETA 4
* Restructured temple area to unify the space, make it
  less labyrinthian, and allow it to better accomodate 
  a larger number of players.
* Changed the main route into village from subbay so that
  it is less of a spamfest chokepoint.
* Removed exit-side railing from subbay intel platform.
* Added sniper rooms to village/subbay round.
* Improved lighting in some of the darker tunnels.
* Removed barrier between ravine bridge and lake during
  volcano/temple round. Scouts, demomen, and soldier may
  now jump from one to the other.

BETA 3
* Minor visual fixes.
* Prevented engineer buildings from being built directly 
  on top of the intel in final defense rounds.
* ENABLED CTF HUD!

BETA 2
* Fixed "ghost" control point in sub bay.
* Fixed being able to get stuck in upper temple
  during the temple / sub bay round.
* Reworked the temple / sub bay round for better
  gameplay and hopefully it will see fewer stalemates
  and a more balanced win ratio.
* Reworked village / sub bay round. Action in the middle
  area should be less divided and more friendly to fire
  from snipers, soldiers, heavies, etc.
* Added more signs to provide player direction and to make
  death areas more apparent.
* Added a shark to the water by the boat.
* Fixed strange reflections in water.
* Improved clipping.
* Fixed players getting stuck in trick-door in village if
  they attempted to block it.
* Fixed decontamination spray in volcano / temple round.
  It had been getting turned on during the wrong round.
* Improved visibility in outside areas, so players should
  render fewer objects not in view.
* Added overtime. If any flag is not at home when the timer
  hits zero, 60 seconds of bonus time is added. However, if
  all flags get returned to home during this time, the round
  automatically ends.


BETA 1
* Added another path into village during
  volcano/village round.
* Reworked the layout inside the temple area.
* Fixed bugs involved with players crossing a few
  prop-based bridges and ramps.
* Fixed clipping on bridges across ravine.
* Deepened pool under waterfall to support players
  attempting to put out flames.
* Increased setup times. Normal rounds are 30 seconds,
  while defense rounds are 60 seconds.
* Added more health and ammo.
* Added proper collision to robot deck and hoses.
* Made robot deck a more sentry-friendly location.
* Added more direction signs.


ALPHA 4
* First major detailing pass.
* Added alternate route off floor level of volcano area.
* Removed access to most village roof areas.
* Added stairs up to the second catwalk in the red
  lair staging area.



ALPHA 3
* Added setup times. Normal rounds have 25 seconds, 
  defense rounds have 40.
* Fixed a few bugs.
* Replaced most placeholder "red walls" with actual
  doors and other more natural obstructions.
* Added to the skybox.
* Added fog transitions between some areas.
* Closed off world map so players won't get stuck 
  in it anymore.


ALPHA 2
* Switched flags to a new system to automatically
  return them if dropped in player-death spots. This
  should also fix bugs with flags spawning as the
  wrong team.
* Quite a lot of detailing to the outside. Many 
  custom assets created.
* Skybox added.


EXTENDED CREDITS

===Shmitz===
Gameplay concept
Map layout and construction
Detailing (except as noted below)

TEXTURES
Cliffs
Cave interior
Ship metal
Temple stone (from HL2)
Temple blocks
Temple stones (thin)
Temple stones (single thin)
Temple door
Waterfall water
Scrolling Globe
Red Poster
Blue Poster
Bamboo walls
Bamboo floors
Grass roofing
Out of Order overlay

PROPS
Ship
Submarine
Village Hut/Roof/Door
Bamboo Poles
Native Masks
Temple Face
Temple Doors
Metal Struts
Rocks (retexture of TF2)
Stair Railing
Mooring Cleats
Communications Antenna and Bracket
Intel Pedestal
Torch (stone)
Torch (wood)
Toy Robot
Ceiling Light Base
Totem Pole
Ship Bridge Window
No Swimming Sign
Attack/Defend Teams Sign

===Buddikaman===
TEXTURES
Grass/dirt
Vines
Skybox

PROPS
Robot
Robot Platform/Booth
Bridges
Palm Tree
Fern
Welding Laser
Screw
Shark

===MangyCarface===
DETAIL WORK
Submarine Bay
Submarine Bay spawnroom
Loading/Delivery Conveyors (detail room)
Village Generator room

OTHER
Player Clipping

===Scoobings===
Thematic concept

DETAIL WORK
Temple Outside (front)
Temple spawnroom (lower)