Shooting Gallery

Pianodan

L3: Member
Apr 11, 2009
108
16
*doot doot doodle doodle doot doot daa daa* It's a shooting gallery! Red is confined to a central bunker, so sniper is really the only good class choice.

The playfield is a horseshoe in front of the bunker. Blue starts at one end of the horseshoe, and must attempt to retrieve the intel from the other end without getting sniped. Red must try to stop them. Blue has three choices of paths: The top one is the longest, but has the most cover. The bottom one is the shortest, but has the most hazards, including ROTATING SAW BLADES! (Yes, I know, rotating saw blades are not that big a deal, but it just sounds cooler in all caps)

Unlike some sniper maps, however, this map does have a point. Blue wins if they cap five times. Red can win, if they hold off blue for ten minutes.

Because teleports would defeat the purpose of the map, the entire map is off limits for building. Sorry, engies!

Changes from a4 to a5
Fixed the func_nobuild. Now Engies REALLY can't build, and this time I MEAN it!
Put a roof outside blue's spawn to prevent sticky spam
Closed up the bottom windows of the bunker, so red demos can't sneak over the moat.
Added a door the bunker and a bridge that opens during the humiliation phase.
Fixed teams not swapping on round end. (I hope)

Changes from a5 to a6
REALLY attempted to fix teams not swapping on some servers.
Minor tweaks

Changes from a6 to b1
Added a second humiliation door
Added ABS' "flag return from pit of DOOM" logic
Compiled for HDR
At the end of each round, map now resets tf_flag_caps_per_round for the server to 3. (will not work if map ends by maptime or rtv)
Shortened flag return time to 15 seconds

Changes from b1 to b2
Added soundscape
Added short setup time to let red get into position
Added more cover for red snipers
Added more cover for blue scouts
Some detailing
Second humiliation door now opens if blue wins, not just red
Removed some cover around intel cap to make blue snipers a bit more exposed
Added maplist thumbnail.

Changes from b2 to b3
Replaced "nobuild" which I somehow managed to erase. Take that, engies!
Put a cage over the central pipe to limit demo and soldier spamming.

Changes from b3 to b6:
Added opaque windows to the central panopticon.
Changed to winter theme, for no readily apparent reason.
Major artpass by [o-t] Jigglypuff

Changes from b6 to b7:
Fixed all the things that got broken from b3 to b6 because I hadn't used hammer for a year.

Changes from b7 to b8:
Fixed teams ONCE AGAIN not switching at the end of the map. This may or may not mean your NEXT ctf map also has 5 caps instead of 3. Why the hell is this a server parameter and not a map parameter anyway?
 
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Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
I was thinking of soemthing similar. You did a better job than I ever could, though.

I'll try this over LAN sometime.
 

jojo

L1: Registered
Jun 9, 2009
1
0
great map idea!

how about a map, that has this concept in symetry!

like in a team you have both "dodgers" and "snipers"

that way its actually very ballanced!

though there would have to be some barier that doesnt allow gunfire from the capping team, so that the dodgers can't snipe while capping
 

Pianodan

L3: Member
Apr 11, 2009
108
16
great map idea!

how about a map, that has this concept in symetry!

like in a team you have both "dodgers" and "snipers"

that way its actually very ballanced!

though there would have to be some barier that doesnt allow gunfire from the capping team, so that the dodgers can't snipe while capping

You mean, two bunkers, two horseshoes, each team simultaneously trying to cap on one side and prevent capture on the other?

I like it!
 

DaFatCat

L3: Member
Apr 19, 2009
129
11
Cool idea, always good to see new gamemodes.
 

Hanz

Ravin' Rabbid
aa
Jan 18, 2009
844
479
Lol this map was so much fun to play on gameday. :p Scout's running everywhere. :D

But, maybe 1 thing. Blu shouldn't be able to snipe the red's, that's not the point of the map I think?
 

Pianodan

L3: Member
Apr 11, 2009
108
16
There really isn't a good way to stop them, that I can think of. Red just has to do a balance of offensive and defensive sniping. I'm glad you had fun yesterday!
 

drp

aa
Oct 25, 2007
2,273
2,628
very fun map. its weird because when you hear the premise of it, it sounds 'meh' at best. but its definitely fun.

for the blue counter sniping issue.

is there a way to make a one way projectile protection brush? i think ive seen it before.
 

Icarus

aa
Sep 10, 2008
2,245
1,210
How about a one-way window?

Have one side nodraw, and the other toolsblack, and make it func_illusionary.

You can't kill what you can't see!