This is a really great finding. It can be used in many maps, and help me on a map im working on that has to do with blocking a door after you go through it. I was trying to do something similar with the grav lift, but couldn't quite get it right. Thanks
Ah, I just thought of a rough idea for this. How about a territories or king of the hill game where it's just one territory which can't be accessed unless you spawn in it, and has a big pile of explosives in the middle? The attackers spawn in the territory; the defending team spawns outside the territory, and then has to fight their way to a certain point to blow up a fusion core and activate the explosion. The attackers can sit in the territory to gain time, and shoot out from it - but if they want to protect the trigger, they have to leave the territory (at least some of them) and try to keep the defenders away from that fusion core. Play it in rounds. It would need a cumulative score wins setting - I'm not familiar enough with KOTH or territories to know if that can be set up that way. But it's worth consideration. The pivotal points would be these: - Attackers spawn in the territory or hill - Defenders spawn outside of it - You can fire out of and into the territory/hill - You can't shoot the explosives from outside the territory/hill, only people in the area - It has to be hard in some way to get to the trigger, and defenders have to be able to leave the territory/hill to defend it - You can't enter the territory/hill once outside of it - it should either be physically impossible, or the hill should have a chokepoint and heavy armaments such as to make it practically impossible through normal means.
this idea was used in a puzzle map i started making. you shoot a pallet to make a crate fall to get up onto a ledge. its a really good way to add neat touches to maps
Another neat thing that is sort-of related to this: apparently, crates are considered destructible. You could, theoretically, make a building spawn on a switch then. But it'd be brain poison to do.