Skinnerbox
Alpha 1
ctf_skinnerbox
The Story:
Mann Co. has given a $600 million grant to the Medic to carry out his experiments. This operant conditioning chamber is one of his designs and is used to analyze the behavior of the Blu and Red teams in combat situations. One must be careful in this box of death. It has been designed with little respect for the intelligence of the test subjects and there is a complete disregard for their safety. There will be horrific deaths and disfigurements, but it will be worth it for the wealth of scientific data collected in these experiments!
Features include:
- Intel rooms, with small windows, upfront and center. No more boring babysitting jobs for the engineers at the back of the base. The intel room is now in the middle of the action.
- A small maze with an electrified floor in each base that is one possible route to the flag room. Players can painfully "condition" other players not to take this route via a button above the maze.
- A large electrified floor in no man's land which is also used for conditioning fellow players... to death.
- Conditioning ray guns that can either kill or heal the player after pushing their buttons. These conditioners test how well players are at remembering and learning things. Should also be fun for pyros to air blast enemy players into buttons for explosive conditioning.
- Spy-resistant battlements. Snipers, tired of constantly having to watch your back while you hunt? With specially designed cozy spots in the battlements you will have to squirm your way into, a spy will have to come at you face-to-face to take you out. (Downside, you're a bit of a sitting duck to anyone else who wants to kill you)
- Ample hiding spots for spies.
- Several good spots for engineers to build teleports and camps deep inside enemy territory.
- Protective walls for teleports outside of spawn rooms to help shield them from skirmishes there or being accidentally spotted by a passing enemy player.
- Spawn rooms with four exits. One exit is designed to be a spawn camper's dream and the players' behavior will be thoroughly analyzed by the Medic regarding this area. How long will players be territorial and insist on fighting to the death over leaving through that one particular door?
- Multiple routes to the intel room with variable pros and cons to consider when formulating your strategy. In general, the shorter the route, the deadlier it probably will be.
- A vast foyer in each base overlooked by battlements. If snipers are on duty, it is probably best to stay out of the foyer. If you are a sniper on duty, have fun taking the heads off of anyone brave enough to enter this killing floor.
- Clean, anti-septic feel
This is my first map released to the public. I'm excited to see how well my design theories work in practice and I hope people will have fun playing this map.
Also, Skinnerbox is a working title. I like it now because its compact and easy to type for testing purposes, but Operant Conditioning Chamber or Conditioning Chamber sounds sexier to me and I'd really like to name it one of those. So I'm not sure which name will stick in the end.
Many thanks to everyone here for answering my countless questions, with out your help I wouldn't have been able to make this map: Grazr, A Boojum Snark (of course not just for the posts but also the libraries), Froz3n, AgeNt_, yyler, loc_n_lol, Ravidge, Sergis, Kerch, LeSwordfish, YM, Shanghai, Muffin Man, Wander, Grossfuerst G, Psy, Kill_the_Bug, Nerdboy, Empyre, terwonick, English Mobster, Blade (Forgive me if I forget anyone)
Alpha 1
ctf_skinnerbox
The Story:
Mann Co. has given a $600 million grant to the Medic to carry out his experiments. This operant conditioning chamber is one of his designs and is used to analyze the behavior of the Blu and Red teams in combat situations. One must be careful in this box of death. It has been designed with little respect for the intelligence of the test subjects and there is a complete disregard for their safety. There will be horrific deaths and disfigurements, but it will be worth it for the wealth of scientific data collected in these experiments!
Features include:
- Intel rooms, with small windows, upfront and center. No more boring babysitting jobs for the engineers at the back of the base. The intel room is now in the middle of the action.
- A small maze with an electrified floor in each base that is one possible route to the flag room. Players can painfully "condition" other players not to take this route via a button above the maze.
- A large electrified floor in no man's land which is also used for conditioning fellow players... to death.
- Conditioning ray guns that can either kill or heal the player after pushing their buttons. These conditioners test how well players are at remembering and learning things. Should also be fun for pyros to air blast enemy players into buttons for explosive conditioning.
- Spy-resistant battlements. Snipers, tired of constantly having to watch your back while you hunt? With specially designed cozy spots in the battlements you will have to squirm your way into, a spy will have to come at you face-to-face to take you out. (Downside, you're a bit of a sitting duck to anyone else who wants to kill you)
- Ample hiding spots for spies.
- Several good spots for engineers to build teleports and camps deep inside enemy territory.
- Protective walls for teleports outside of spawn rooms to help shield them from skirmishes there or being accidentally spotted by a passing enemy player.
- Spawn rooms with four exits. One exit is designed to be a spawn camper's dream and the players' behavior will be thoroughly analyzed by the Medic regarding this area. How long will players be territorial and insist on fighting to the death over leaving through that one particular door?
- Multiple routes to the intel room with variable pros and cons to consider when formulating your strategy. In general, the shorter the route, the deadlier it probably will be.
- A vast foyer in each base overlooked by battlements. If snipers are on duty, it is probably best to stay out of the foyer. If you are a sniper on duty, have fun taking the heads off of anyone brave enough to enter this killing floor.
- Clean, anti-septic feel
This is my first map released to the public. I'm excited to see how well my design theories work in practice and I hope people will have fun playing this map.
Also, Skinnerbox is a working title. I like it now because its compact and easy to type for testing purposes, but Operant Conditioning Chamber or Conditioning Chamber sounds sexier to me and I'd really like to name it one of those. So I'm not sure which name will stick in the end.
Many thanks to everyone here for answering my countless questions, with out your help I wouldn't have been able to make this map: Grazr, A Boojum Snark (of course not just for the posts but also the libraries), Froz3n, AgeNt_, yyler, loc_n_lol, Ravidge, Sergis, Kerch, LeSwordfish, YM, Shanghai, Muffin Man, Wander, Grossfuerst G, Psy, Kill_the_Bug, Nerdboy, Empyre, terwonick, English Mobster, Blade (Forgive me if I forget anyone)










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