CP_SCIENCE!
(cp_science)

Gametype:	Control Points (linear)
Author:		Mark "Shmitz" Major
E-mail:		shmitz@gmail.com
Version:	1.0.0

Notes:
CP Order is Blue Laser, Blue Power, Catalyzer, 
Red Power, Red Laser, but the layout is not strictly
linear! It is not enough to just push to the next point,
you must also actively defend your current one.

When in doubt, follow the blinking arrows, and pay 
attention to the cap point icons. You should be able
to find similar icons in your area to tell you if you're
in the right place, or what direction you need to be going.

Cap Times (roughly):
Lasing Chambers:   12s x1, 8s x2,  6s x3
Power Transforms:  30s x1, 20s x2, 15s x3
Catalyzer:         40s x1, 27s x2, 20s x3


___________________________________
Revision History

FINAL 1.0
* Decreased Catalyzer cap time by 4, increased Power 
  Transform times by 2. This preserves total cap time
  for points 2 through 4, but reduces situations where
  cap races could gives the power transform areas a
  frustrating advantage.
* Clipped some doorframes and supports that still needed
  them.
* Made doors open considerably faster.
* Added a smattering of detail.

BETA 5
* FIXED: Map now will correctly end when the
  server map timer expires.
* Added ambient sounds throughout the map.
* A team who controls the fourth point will now spawn in
  both forward spawns. Wall panels will change depending
  on who owns the spawns so that players are sent in the
  correct direction. Additionally, when the fourth point
  is taken back by the opposing team, toxic gas will begin
  to leak into that area (this is to prevent people from
  exploiting the forward spawns and trying to stay in
  them to grief the other team).
* Because the forward spawns are now divided, it should
  be easier to flank and take the final point. However,
  it should also be easier to retake the fourth point
  because fewer defenders will be emerging from that
  spawn room. This will either end the round more quickly,
  or provide a more dynamic back-and-forth, depending on
  how balanced the teams are.
* Fixed spawn times. They are actually shorter this time,
  at about 10-13 seconds.
* Reordered initial spawn points to make it more likely
  that people will spawn together. Say yes to teamwork!

BETA 4
* Added fog transitions.
* Made the power areas more engineer friendly. Defending 
  your color power area should be much easier as an 
  engineer now. The changes should also hopefully make
  it more intuitive which direction you should go to
  reach the "next" point.
* Shortened spawn times.
* Added forward spawns. These are located in the access
  tunnels between the power areas and the center. They 
  open up when you have taken the fourth point and are 
  assaulting the final point.
* Reduced time added from caps by 30 seconds.
* Reduced the laser damage slightly.
* Other miscellaneous visual tweaks.

BETA 3
* Fixed the warning messages on the non-final cap points.
* Revamped the wayfinding system. Now each point has a symbol
  associated with it, which corresponds to the symbols in
  the HUD. Directional signs should also be a much more
  immediate read. Lastly, there are maps in the spawn
  rooms and main foyer of each base that will indicate
  what the status of the cap points are and where players
  should go.
* Moved the stairs from the lab hallways to connect to the 
  center doorway rather than the right doorway. The right
  doorway now only leads back up to the resupply rooms.
* Altered the architecture on Blue Power to further 
  differentiate it from Red Power and to better follow
  Valve's stylistic conventions for Blue.
* Added pictures and instructions to map load (instead of 
  displaying this readme).
* Tweaked various visual aspects of the map.
* Fixed a number of areas that could be sticky-jumped to.
* Slightly increased the cap time for the center point to 
  lessen the "stampede" effect that often caused action to 
  move from one Power area to the next without much action 
  taking place in the middle.

BETA 2
* Removed two "access tunnel" routes that were largely 
  redundant. Added stairs for ease of access to the 
  remaining routes.
* Extended the alcoves overlooking the catalyzer drum 
  to include a second window and make the area more viable
  for point assault and defense.
* Shortened cap times, game time, spawn time adjustment, 
  and time added.
* Removed many "control point" signs that were probably 
  contributing to confusion more than they acted as guides.
* Added and moved blinking arrow signs to be more 
  visible, intuitive, and helpful.
* Added more coloration and distinct architecture to 
  differentiate "mirrored" areas and help players determine 
  where they are.
* Added more descriptive signs for each area.
* Added display text that tells everyone on each team 
  what their new objective is whenever a point is captured. 
  Currently, those running with the "minimal hud" option 
  will not recieve these messages.
* Added a set of stairs and a third approach to the final 
  cap point. This third passage only opens when the final 
  point is contested, and can be accessed through the 
  outdoor sheds. Combined with the change to spawn time 
  adjustments, these changes should make the final point 
  much easier to cap. If it doesn't, I will be moving the 
  spawn points farther away from the last point for the 
  next version.

BETA 1
First public release. 