cp_sentry_sprint

S

Sniper_John_Uk

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Sentries2.jpg

Sentries4.jpg


This is more of a proof of concept map, to debut the ability to pick up and carry sentry guns.
Teams spawn and have 30 seconds to set up around entry gates around the center area.
The round lasts for 6 minutes, and whichever team is in control of the CP at the end of the round scores the point.
The team that owns the CP has access to 2 sentries at the CP, which a player can pick up and carry with them.
Pick up a sentry by standing on the platform directly infront of it and look straight ahead, there is a little target decal to help this.
These sentries can be destroyed and cannot be upgraded.
Every 20 seconds the sentries are reset to their spawning location, to prevent camping, and to give other players a chance to pick them up.
Every 2 minutes the sentries are downgraded, making them less powerful, giving the attacking team more of a chance.

Because of the experimental nature of this map, there are several issues:

Currently the kills made by the sentries are not attributed to the player carrying them.
Currently, if the player carrying a sentry is killed, the sentry is not destroyed, and the player will respawn still holding the sentry (assuming the 20 second mark does pass pass in this interval.
Sentries do not collide with walls and floors, and can be held through walls and corners.
Sometimes some classes seem to have more trouble picking them up than others.
If the point is captured in the first 20 seconds, the sentries cannot be picked up untill after the 20 second mark.
FPS Banana: http://www.fpsbanana.com/maps/53310
 
A few notes/questions.

1. Whichever team occupies the control point as the last second strikes wins? Does time not get added when someone caps it?
2. Can anyone pick up a sentry?
3. Why bother downgrading the sentries if there are only two, and there are only six minutes in the game? Downgrading seems a bit pointless to me.
4. Can the sentries shoot while being carried?
5. What does the 20 seconds attribute to? i.e. are there any conditions for the time to pass?
 
1. Whichever team occupies the control point as the last second strikes wins? Does time not get added when someone caps it?

No time is added when control switches from one team to the other. This is meant to be a control style map - be the team controlling the cap after the time is up.

2. Can anyone pick up a sentry?

The sentries belong to the team that owns the cp, an enemy CAN pick them up, but will likely soon get killed by it.

3. Why bother downgrading the sentries if there are only two, and there are only six minutes in the game? Downgrading seems a bit pointless to me.

This was done to increase the pace somewhat as the round progresses. During the first 2 minutes, the sentries are level 3, this makes it easier for the team that owns the cp to defend it with the added firepower. In the final 2 minutes, they are reduced to level 1, making it harder to fend off the attacking team. the last 2 minutes should be more tense with the control swapping teams more often, making last minute comebacks a real possibility.

4. Can the sentries shoot while being carried?

They do, and infact, cannot be put down once picked up.

5. What does the 20 seconds attribute to? i.e. are there any conditions for the time to pass?

This was a choice that arose from a couple of factors.
a) theres no easy way to detect when the sentries are destroyed and respawn a new one. Putting them on a cyclic timer seemed the logical way to go.
b) if both sentries are carried to the enemy spawn room, its probably too easy to spawn camp, what with having mobile sentries, so i chose to have them destroyed at regular intervals.

Im gona add some visual relay for the 20 second countdown in the next release.
 
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