Essentials
Title: Sniper's Heaven
Filename: SnipersHeaven.bsp/snipersheaven.zip/snipersheaven.res
Author: Richie
Email address: jay_rowlands@yahoo.com
Website: http://www.geocities.com/jay_rowlands
Description: Based mostly on 2fort with a few other maps thrown in along the way. It started out as a sniper map and then grew from there.
Type: Team Fortress Classic
Status: Final
Compile Info
Machine: PII 333 MHz, 256mg RAM, Stealth 3d 2k 16mg video card, 10gig
HD.
Compile Time: approx. 1/2 hour
Scoring
There is a custom scoring system in place, which now works correctly!. This map does require some team work otherwise you will find your team score on the negative side. You will loose points when the other team captures your flag. At present time you only loose 2 point per cap.
Version History (beta versions)
v 1.0
First public version
v 2.0
Lengthened
the entire map
Fixed
a blue spawn problem
Enlarged
the 1st floor spawn areas.
v 3.0
Lengthened
the map again
Changed the way the doors open.
they now go up/down and side/side
Added environmental lights to brighten
the sky some.
Dimmed the interior lights abit
also.
V 4.0
Widened the pillars holding the
battlements up
Widened the middle snipe perch
Changed the texture where the water
is
Decreased the flag sit time from
60 sec. to 30 secs.
Changed the texture for the "yard"
again.
Modified the angles on the light_ennvironments
for the shadows.
Added a whole 'nother floor.
Moved the location of the flag
to the new floor
Got rid of the detpak walls
Added miniturrents to the flag
room. They're set on 10 second timers to to keep the opposite team from standing
there and waiting for the flag to return.
Added a new spawn room off of the
lower level
Widened the bases to decrease the
cramping
v 5.0
Took out the turrents,
to many problems
Retextured the cliffs and yard
floor
Fixed some problems with the ammo
packs
Replaced the models for the packs
and flags with custom stuff
v 6.0
Enlarged the battlements
Added another way for the snipers
to get out.
Moved the spawn areas for both
teams to the 2nd floor.
Fixed the (again) the problems
with ammo packs
Removed the first ramp going to
the flag. Put a ladder there to make itlittle bit more challenging to it.
Removed the indication lights in
the courtyard.
Added health rechargers, but i'm
not telling where, its a secret
Did a little resizing to aleviate
the cramping problem
Made the corner pak into an all-in-one.
Has health, armor, grenades and ammo included. Under the signed marked help.
Made all the wall signs func_walls
so that you won't get stuck.
Alievated the texture overlap with
the battlement shields.
Added additional bunkers for people
to shoot from.
Retextured the red and blue part
of the outside of the bases.
v 7.0
Took out the nets in the flag entrance/exit,
put an elevator in there instead.
Got rid of the pillars in the middle
of the hallways.
Fixed some texture and brush errors.
Added a door to seperate the battlements
from the spawn area
Moved the shield buttons down again.
Fixed the opening of the doors
that were turned.
Fixed the spawn balace of the map.
The initial spawn's for the blue are nolonger in the basement
Fixed the points system
Moved the second exit from the
battlements. You can get on top of the bunkers with outrocket or conc jumping.
Ajusted the close times.
Ajusted the lip distances on the
main doors.
v 8.0
Blocked off a section of both sides.
Readjusted the elevator lip.
Took out the middle part.
v 9.0
Completely redid the water access
routes.
Covered the water access entrances/exits
in the bases and the outside access
Retextured the "ditch"
and the inside of the outside access point.
Fixed a HOM problem
Fixed some minor water brush errors
discovered in the first 9 beta.
Retextured the buttons in the battlements.
Added a door the other side of
the battlements.
Retextured the "midfield"
and the bottom of the water access points.
Added barbwire to the bunkers to
make rocket/conc jumps difficult.
Fixed some minor brush and texture
details all over the map.
Changed the lighting in the tunnels.
Fixed some texture alignment problems
Added sounds to the rest of the
doors in both bases
Fixed some button problems
The enemy can no longer gain access
to the deck by means of the battlement doors.
Fixed the problem with points system
Fixed the "item 3 not found"
error when asking for the flag location
Added ammo paks in the bunks for
the engineers.
Adjusted the respawn time for all
the paks.
V 10.0
Got rid of the middle section all
together. Replaced it with a bridge.
Fixed the points system.
Retextured the "ditch"
again to match the rest of the "atmosphere".
Reoriented a couple of the red
paks.
Expanded the water hole.
Added pylons along the side and
in the middle of the water.
Added lights to underside of the
balconies.
Added a second way on the 3rd floor
via the water access.
Added signs on the 2nd floor pointing
to the cap point.
v 11.0
Enlarged the hole for the second
battlement exit.
Took out the elevator access for
the flag access.
Added stairs in its place.
Moved the doors for the battlement
access upto the revamped exits.
Covered the bridge [again!]
Fixed the problem with the red
door.
Changed out the backpaks. there
is 1 grenade pak, 1 health pak, and 2 regular ammo resuplies.
Added a second way into the flag
room.
Added a detpakable grate to each
of the openings. Both are resealable.
Added a way to get to all three
floors without going the long way.
Fixed some texture errors in the
water tunnels.
Retextured the basements.
Added some detailing to the bridge.
Lowered the bunker walls so engineers
could put sg's there.
v 12.0
Took out the walls surrounding
the water.
Took out the arches on the top
and bottom of the bridge.
Added hint brushes.
Fixed the texture alignment errors.
Lowered the columns on the sides
of the water.
Covered the water. You can still
get in and out, you just have to duck to do it.
FIXED THE R_SPEEDS. They are down
to around 500 instead of over 900.
Scaled up the canyon textures to
x3.
Retextured the water pit and the
water access tunnels.
Did some major brush work. Mostley
combining brushes and eliminating redudant brushes.
Extended the ladder past the 3rd
floor to make it easier to get on to.
Took out the center columns on
& under the bridge.
Changed the orientation of the
basement team signs. They are now on the wall.
Rextured the midfield again.
Hired the barbed wire so that it
sits above the door.
Added semi-brite lights to the
battlements.
Squared-up the battlements
v 13.0
Completely redid both bases.
Moved the inside flag entrance
over towards the wall and turned the stairs around.
Moved the outside spawn points
to the inside area
Changed the team designation/model
of the outside paks. Now either team's engineers can use them.
Redid the battlements.
Moved the cap point to the center
battlement.
Took out the entrance between all
three floors. It didn't need it anymore because of the new layout.
Retextured the bridge.
Retextured the "water hole".
Took off the water covering.
Added a light to the mid-landing
of the flag landing.
Combined a few of the brushes.
revision -13b-
Fixed the problem with the blue
team being able to pickup their own flag.
Moved the team signs over to make
room for the improved battlements.
Added a step in the battlements
to make it easier to get to the cap point.
Raised the "window" in
the middle battlements so you can see through it with out ducking.
Fixed some texture misalignments.
Changed the water texture.
Changed the way some of the doors
slide.
Switched the bunker pak models
to the default green models since they are not team specific.
Split the bridge in two.
Changed the lights undernieth the
bridge
Fixed the problem with red not
being able to score.
revision -13c-
Reduce the amount of lights in
the flag rooms.
Added half arches to the ends of
the supports in the flag room.
Realigned the blue team sign in
the flag room.
Did some major retexturing of the
bases.
Retextured the battlements floor.
Retextured the bridge floor.
Added a lip between the water and
the land.
Raised the bridge some.
Made it so that red/blue can't
seal the opposite team's flag entry hole.
revision -13d-
Fixed the detpak problem.
Lengthened the map another 128
units (64/side).
Put some angles on the battlements.
Consolidated a lot of the brushes
in the battlements.
"Thinned" out the front
of the battlements to make a little more room for the snipers (and other classes).
Got rid of the second battlement
exit. Its not needed because of the water exit.
Got rid of the battlement shields.
Fixed a few of the texture misalignments.
Final Version
Added 10 health to the paks in
the basement.
Created an overhead view for HLTV
usage.
Added another model to distinguish
the healthpaks from the other packs.
Consolidated more brushes in the
battlements and basement.
Widened the bunkers to make it
easier for engineers to build sg's in them.
Took out the team signs in the
flag room.
Lengthened the map by another 369
units.
Retextured the outside of the bases
(bottom part)
Fixed some texture alignment issues
on the outside.
Got rid of the grates, replaced
them with x's.
Added env_shooters and env_shakers
to detpak sequence to add some excitement.
Took the spawn points out of the
basement, moved them the new spawn area.
Added another spawn room to the
middle section.
Opened up the sections behind the
circular staircase.
Upped the brightness level in the
basement.
Added a perch for the engineers
to put their sg's on. Also makes the bases seem more full.
Moved a couple of the spawn points
to the new spawn area to relieve some predicted crowding.
Fixed the packs giving out the
wrong stuff (e.g. grenade packs giving health, etc.).
Added team messages for the doors
(Tells the players that they can't use the door and tells the other team that
there's a camper outside.
Added a sandbag bunker for snipers
or other classes.
Added ammo / health bags to the
second spawn room (in one bag).
Lowered the close time on the doors.
From 3 seconds to 1 second.
Added some decorative touches,
mainly pipes on the second floor.
Also added flowing water flowing
into the water access from one of the pipes.
Specifically:
-BuNN- -> For the custom Flags,
feedback and ammo packs and for showing me how to reskin existing models.
SuperDude/Fluff/[WTF?]Chemical
Burn/Phatsniper -> for the feedback
TFCMaster -> For the res file
information, playtesting and the file hosting.
[WTF?]Evile Dick/[WTF?]Huen ->
for the playtest time.
To the SoC and [WTF?] clans for
their help and time. If I can of any assistance to you on future projects, just
let me know!
The sky was created by Adam Stiles
muad@twcny.rr.com
http://www.planethalflife.com/muad
Copyright / Permissions
This map is the FINISHED product. It may not be reproduced in part or in its entirety without my permission. I have no objections to you using this map as a stepping stone or for ideas, just do me a favour and give me credit and if you would, let me see it during the beta phase and the final product. The models do have my name on it, so if u use them, i, or other people who know me, will know where they came from !
You MUST NOT distribute this level UNLESS you INCLUDE THIS FILE WITH NO MODIFICATIONS!!!. If you don't co-operate, then DON'T DISTRIBUTE IT IN ANY FORM!!.
This BSP may be distributed ONLY over the Internet and/or BBS systems. You are NOT authorized to put this BSP on any CD or distribute it in any way without my permission.