Map Review of baron-of-snipe

by dunkelschwamm | February 19, 2022 | 2794 characters

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The concept here is simple: place the players in a fortified position and equip them with sniper rifles and crossbows to pick off advancing waves of assassins and the snipers at the opposite building. While advancing a bit is possible, it's inadvisable as any upward movement will quickly place a player right on top of respawning enemy territory without any viable close-quarters options. Still, advancing can be a bit fun to see how far in you can move with friends covering you with sniper support from the safety of spawn.

There isn't a whole lot more to say about the map beyond that. It's fun for a while to shoot the assassins, but once that gets old there's not much else to speak of with this map. Sometimes the advancing assassins get close enough that they can actually breach into the spawn but that can be quickly taken care of. Advancing on the enemy position would be actually viable if there were any HEV to speak of, but then that's not the point of the map.

But then, if that's not the point of the map, why are traps like a trip wire or landmines prevalent leading up to the back building? Using cheats, I went back there, and all that's in that building is respawning enemies. What's the point of advancing? Is it really just to see how long you survive? Why not give the player something that would be useful in close quarters combat then?

The mapping of the buildings is fine, but it's a very compact and unnatural feeling map, like a slice of elements specifically chosen to benefit gameplay. There's nothing wrong with that, but ti very obviously doesn't go far to impress.

If you're looking for a fun map to play with friends, this may entertain you for ten minutes or so. If you're running a server, this could be some good filler if you don't leave the timer on too long.


  • If you want to have sniper battles boy let me tell you this is the map for you
  • Plenty of ammo at spawn
  • Trying to push ahead is fun for a couple moments
  • The whole spawn area is great for hanging back and providing cover for other players


  • Advancing stops being fun as soon as you enter into the territory in which enemies infinitely respawn, especially with how unforgiving a suddenly appearing triggerhappy enemy can be without any HEV
  • No HEV
  • Advancing seems encouraged by the inclusion of traps, but to advance only really seems to reward the player with respawning enemies surrounding them
  • I think this map could have used some close quarters weapon
  • Gets old super quick
Score: 5 / 10
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