Map: ahl_elvisb7 (working title) Author: Varinger / [FunnyFarm] Varinger To server admins: Delete or rename the .wlf file if your server is non-TP with rounds or has goals disabled. Description: Elvis Impersonators are holding a convention in Las Vegas. A number of criminals have decided to take advantage of that fact by robbing a casino in full Elvis regalia, ensuring they can't be identified later, as well as making it easy to blend in with the crowd on their way in. Getting out, however... That's a much messier story. They're trapped and out-numbered. At least they're not out-gunned. Based on 3000 Miles To Graceland's casino scene. Goal play: The elevator is automatically called at roundstart. The Elvis team has to stay alive until the elevator arrives. With each kill the Elvis team gets, they knock 10 seconds off the time left until the elevator arrives. If the Elvis team gets no kills, the elevator will take two minutes to arrive on its own. The Elvis team then has to survive the dash from cover into the elevator. The button inside closes the doors and ends the round. The Elvis team gets one point for each Elvis inside the elevator when the doors close. The Casino gets one point every round the entire Elvis team dies before they can get away. The Casino has infinite lives, but each time they die they are essentially helping the other team win, so they'd do well to try to stay alive. The Elvis team gets only one life, but gets regenerated, so staying alive should be a little easier. Note: The music changes when the elevator arrives, so even if you happen to miss the elevator bell, you can still tell when it's time for team Elvis to go. Tips: The Casino team would do well to cover both sides of the Elvis team's area, so as to keep the pressure on and have a good chance of doing enough damage to the Elvises to kill them before they get healed. The Elvis team would generally do best taking cover from one direction while concentrating their fire in the single direction left for the guards to attack from--and watch out for knives. Changes between beta 6 and beta 7: Addressed a little bug with kills from previous rounds carrying over to the next round, making the elevator arrive much sooner than intended (within 20 seconds of roundstart in one instance). Basically Walled off the slot machine area for the sake of keeping r_speeds low during goalplay at least. Fixed a couple of minor texture oversights. Moved the non-slots games out of the goalplay area and replaced them with slot banks. Slots machines make better victims anyway. Added three extra areas, to make it playable in roundless/LMS modes: Lounge/bar area. Non-slot gaming area. Restaurant/stage area. Things still on the to do list: 1) Further work on the non-slot gaming area. 2) Dedicated r_speed tweaking 3) Probably still need to adjust the lounge lighting 4) Maybe some texture changes as well. 5) General texture alignment.