*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?