I know the SCLIGHT map is horrible partly because it lacks the deathmatch arena to give it more space to hide in and partly because it has a huge multitude of unique props that make it difficult to hide -- Rush, Tango, Beat, and Auto's Truck all appear only ONCE, and the tire and mailbox just have a random chance of appearing TWICE... Which doesn't give you much hope. This is compounded on by the special properties of the tire bouncing players back and auto's truck having a huge pushable hitbox, which indeed does essentially make anyone who turns into the truck just a big honking target (pun intended).
I'm not entirely sure what to do about that because the way I have it working right now, there is only one prop class and it just changes sprites going into different states for each prop type, rather than actually morphing into a different class somehow. I know there's ways to do it thanks to HeXen and the chicken morph thing, but I really haven't had any luck getting it working so far. This leads to more problems than just hitboxes too, sometimes props turn invisible or turn into the bucket because their hit animation bugged out (got interrupted somehow?) and returned to spawn state rather than disguising again.
And the timer doesn't kill all the Rolls half the time because I guess the tids AREN'T set properly somehow or something. Humm... Doom modding is difficult.

I'll also need to figure out how to turn off the default music script so it doesn't give props the boss music when there's only one Roll left.
SPEAKING OF THE TIMER, 5 minutes is too long until we have a really large game going. I want to make it scale, but I'm not sure what values to throw in to start with. What sounds good to you? I think I'll try 1:00 + 30 seconds per prop, so that it starts at 1:30 with one prop, 3:00 with 4 props, and 5:00 with 6 props to find. Maybe it should cap out around there somewhere regardless of how many more players there are, though. How does that sound?
What else, what else... Ah. The clown man map is still only about halfway finished, I need to make an actual bridge to the bell tower so players realize it's intentionally accessible, block off the backs of some buildings with invisible walls so you can't hide completely out of view of the map boundries, and fill in some more of the blank spots with random props (the bell tower, the gold stairs in front of the bell tower, the top of the central FOF area, and the some of the train tracks are all completely barren). I also think it would be cool to allow players to open the train doors by bumping, so they can hide in dark tunnels too or something. Not sure though, I'd probably have to change the tunnels so it would actually be possible to see inside them. @_@;; Maybe I'll make it so the walls are just textured black but it's actually still full bright inside?
Summary list of bugs found in this version:
Roll can heal off of Beat's cage because it's shootable for some reason even though hitting it does nothing.
Roll can heal off of other Rolls because I guess I'm still doing this wrong. (Previous version actually only healed you when a prop's death state told you to heal.)
Whereas in the previous version sometimes props would turn into the bucket when their pain state is interrupted, this version turns those props completely invisible. Darn it... 
Mettool helmets don't die when pushed into death pits, which makes some players go stand on the death pit to the downfall of any Roll who dares come after them, eesh...
The global game timer still doesn't kill all Roll when time is up for some reason. I'm going to try again by using an ENTER-like script bound to each Roll, and it probably still won't work...
Vacation Roll's attacking animation is missing a frame because I apparently skipped over it when importing from justified classes. Oops.
I need to disable the default boss/victory music script because it shouldn't be causing a panic when there's still 3 junk left and only 1 cleaner.
Thank you for your help in testing this game mode. These bugs could not be found with bots alone.
I
am still taking suggestions for what new maps and props to add next, submissions of new prop sprites, etc. if anyone is up for it. Want something cool added? Know what the best map is? Let me know! Don't want to post here for some reason? You can also contact me on
Steam and IRC (on both
Zandronum IRC and
EsperNet) pretty much 24/7. I most likely won't remember anything you tell me in the in-game chat, sorry.