The evil genius behind Red plots to unleash havoc from a remote tropical island, and a special Blue task force must stop them.
The island of Meridian holds a terrible secret, waiting to be unleashed on the world by Red forces. Can Blue fight their way into Red's lair and stop their plan, or will Red drive Blue off their island? This Territory Control map differs from Valve's TC_Hydro in that it uses CTF infiltration mechanics instead of the domination gameplay of Control Points. This combination of game types makes for an experience that is more dynamic than the usual "turtling" of CTF and less prone to stalemates than CP-based Territory Control.
NOTE: CTF HUD IS NOW ENABLED
We are MOST looking for feedback on balance. If you play a full timeslot on this map, please note which areas (not teams) win each round. You can post your results as feedback here, or at the main development thread here.
README
TCMERIDIAN BETA 5 (tcmeridian_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.
(see readme for more details)










