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.

Acknowledgments: To all the folks from the Surface Tension and DOE forums.

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.