gemidyne/microtf2

Hidden Floor Boss

safalin1 opened this issue · 1 comments

(Suggested years ago, found in a backup)

Heavies (or Pyros) must navigate a path through a dark room where they cannot see the floor. Not all the floor is solid, and only a specific path will lead them to the win area. Players must use their primary weapon to determine whether the floor in front of them is solid or not.

The path should be randomised each time the boss plays, so players cannot memorise the route.

Thoughts?

There's something like this in the classic map Best in Class. I found it to be a bit tedious.

If you do this, bear in mind that a local material replacement can be used to reveal the route, so you should use a material that's packed in the BSP.