
					Missing Bungie maps for Myth II.

	Leagues from Nowhere
* Gave a 30s delay before stampede targets are controllable to improve playability (like on Gimble).
* Removed a couple of redundant tags so vTFL works properly.
* Replaced undersized overhead map.
* Rearranged placings of mortar balls for balancing.
* Mortar balls of absent teams have been scripted away to improve balancing.
* Made assassin targets autotargetable (like the Baron unit is).
* Added birdlife

	Fosgarach Ruillick
* Removed a couple of megabytes of redundant tags.
* Stopped the thralls from comitting suicide whenever T is pressed; used standard thrall monster.
* Placed the smoke on the chimneys which they had forgotten to place alongside the smoke billowing sfx.
* Placed a couple of scenery items which had been forgotten about in one mesh.
* Renamed meshes so they would appear in a place in the list that won't conflict with other
  plugins'.
* Toned down the volume of the offensively loud wasp buzzing sfx.
* Changed tags around to make vTFL compatible.
* Made fir'Bolg punch at correct fir'Bolg strength instead of like Robocop.
* Added JG's pregame pic for non Chimera mesh for differentiation purposes

	Boil and Bubble
* The Mesh Parameters were wrong which meant the camera did the unpleasant thing of going off-map.
* The dark mesh, Toil and Trouble, has in the assassin gametype a Shade with a dispersal dream;
  I have strong doubts about the playability of this map with dispersal dreams but instead of
  removing it I have scripted it so only the "Timid" and "Simple" difficulty levels are without them.
  I think this is a good resolution as this allows player choice by retaining the original situation
  under the "Normal", "Heroic" and "Legendary" difficulty levels.
* Changed bowmen tags used so vTFL now works.
* Removed redundant sound tags.

	Creep On The Borderlands
This plugin is an update of the Badlands' Creep port with the following improvements:
* Several missing gametypes added; placed scenery (trees) specific to assassin/stampede for balancing.
* Set the pregame picture to the one Bungie intended its Myth II port to have.
* Changed the map name back to "Creep On The Borderlands" as it is in TFL. 
* Enabled vTFL to work without the compatibility warning.
* Used the original global ambient sound from TFL Creep.
* Used the correct TFL Creep media type (water) settings.
* Renamed mesh tag to appear in the correct spot in the list.
* Minor unit and tree placement fixes.
* Scenery now uses correct scalings.
* Added missing headpost scenery.
 
	Phoenix Rising
I have left the filename unchanged to retain backwards compatibility.
* Replaced undersized overhead map. The new overhead is 240x240 pixels.
* Made so vTFL warning doesn't show.

	Going to Town
* Renamed mesh tag so that it doesn't appear at the top of the list.
* Removed the gametype "King of the hill" as it would not be balanced on this map.
* Moved the middle north and south flags and balls eastward for balancing.
* Added various scenery items and sound effects to make the map feel complete.
* Renamed "Going to Town (dark)" to "Razing the Town"
* Hooked up the pregame pic for Going to Town and added JG's pregame pic for Razing the Town. 

