Saxton Hell Forums
Server Discussion => FortWar Hell => Topic started by: VoiDeD on June 18, 2012, 04:58:51 pm
-
This thread will be used to keep track of the maps added and removed from the FW rotation.
Feel free to discuss any map suggestions in this thread!
Here's our current map rotation:
-
I have added fw_3cp_a1 and fw_forts_a2 to the map rotation, and I've updated fw_war to a1 and fw_sewers to a3.
-
Due to some issues with downloading fw_bridge_a1, I've removed it from the rotation for now.
-
i hate that stupid minecraft map.
you can build props on the enemy teams side by going under the middle bridge, aiming under their sde and placing a prop
and when people get on top of the resupply rooms with the intelligence it basically becomes impossible to get them :(
-
Voidy
Any maps without a func_respawnroom in the respawn areas for teams should be deleted or have one added, I only say this because when people try to get the intel, then change their mind on which class they'll pursue the carrier with, it hinders their progress.
If you are good with Hammer Editor/Source Sdk, maybe you can add that yourself, if not, well shit.
-
^ What the dispenser said.
Also, it prevents spawn camping :>
-
fw_forts_a2 encourages major spawn camping, it has no func_respawnroomvisualizer, like all maps SHOULD, to keep out the shitheads who ruin everything.
-
It's an open area that encourages spawn camping with Heavies, Engineers and Pyros.
I don't see how you could get out of spawn before being reduced to 50 HP and barely damaging the person that killed you before they heal up behind a dispenser. An uber would take ages and respawning (for them) would be simple... run to my spawn and spawn camp.
-
I'll see what I can do about this. Ideally I'd make a plugin which creates the required triggers, but I've never attempted that so we'll see. Worst case I'll have to pull out hammer and recompile the map.
-
Added fw_cp_nebula_proto2 to the rotation.
Big thanks to E-S for making this fun map.
-
Updated fw_cp_nebula_proto2 to fw_cp_nebula_proto3.
-
Added 3 of E-S's new maps: fw_ctf_perimeter_proto1, fw_channel_proto1, and fw_koth_whitespace_proto1.
-
Added another of E-S's new maps: fw_spiral_proto2
-
Updated the following maps:
fw_channel_proto1 to fw_channel_proto2
fw_ctf_perimeter_proto1 to fw_ctf_perimeter_proto2
fw_koth_whitespace_proto1 to fw_koth_whitespace_proto2
fw_spiral_proto2 to fw_spiral_proto2
-
Updated the following maps:
fw_channel_proto2 to fw_channel_proto3
fw_ctf_perimeter_proto2 to fw_ctf_perimeter_proto3
-
Updated the following maps:
fw_channel_proto3 to fw_channel_proto4
fw_ctf_perimeter_proto3 to fw_ctf_perimeter_a1
fw_koth_whitespace_proto2 to fw_koth_whitespace_proto3
-
Updated fw_minecraft to fw_minecraft_fixed
-
I just finished a complete FortWars map, it is called 3Fort. I'm not sure if that is an original name, I can always change it if it isn't, but the map is 100% original. I made this map after starting one earlier, fw_hive, except that became a cesspit of s***ty entity breakage. I'll post a .zip archive with 3Fort, just for you, tell me if I need to add/change anything or if the name needs changed. I'm also not sure if "_a1" should have been a suffix on the title.
-
Looks good, I've added it to the rotation as fw_3fort_a1. The version suffix on maps is required for distributing new versions of the map.
If you do plan to make some changes, some welcome additions would perhaps be making the map a little less dark, and adding some trigger_multiple's named "fw_nobuild" around the opening to spawn to disallow people from placing props in the doorway and blocking it.
-
Added the following maps to the rotation:
fw_tactical_a1_ctf
fw_slag_b3
fw_bd_b1_wfix
fw_bridge_a1
fw_canals_v1a6
fw_desert_v2
fw_forts_tron_a4_spawnfix
fw_fortwars_hb
fw_gl_v7
fw_lego_v6
fw_mountain_final
fw_orange_x3_b4
fw_payload_v2_fix
fw_penetration_v1a4
fw_platform_v15
fw_position_v1a6
fw_random_b3
fw_sewage
fw_vazaa_v17
fw_zsy_2plat_b2
fw_longhaul_f1
-
Updated fw_gl_v7 to fw_gl_v7_fixed.
-
Removed the following maps from rotation due to some game breaking issues:
fw_sewage
fw_fortwars_hb
-
Just a jump mapper passing through :-X
Well 2 and a half hours ago I decided to make a Fort Wars map. Most of the time was spent learning how to make a proper KOTH map, and then putting it in a proper FW map, so all told, maybe only an hour or so went into actual mapping.
Heres the link: https://www.mediafire.com/?ayucadytm9m8bf5
P.S. Hope it doesn't suck.
P.S.S. Will add more to it after dinner.
P.S.S.S. This map actualy has Ammo and Health Pick-ups, which Im not sure are very common to FW maps. Tell me what you think about that.
-
on fw_forts_a2, there's a common problem of blue taking the intel into their spawn room. Do you think the map could be updated to where they drop the intel once they enter their spawn box? And i guess do the same for red.
-
fw_forts_tron_a4_spawnfix needs a couple more fixes.
1. It appears as though if you tilt a prop through the barrier at spawn, you can build stuff on that prop, therefore reaching through to the enemy side before map start. They can relatively easily destroy them if low, but it allows you to make blocking props and such. No other map allows that i think, so it probably should get fixed for equality sake.
2. People can take the intel into the enemy spawn room without dropping it. This means the enemy team cannot remove the intel and have to wait for it to reset, but that timer is a while and all people have to do is touch it like once every 15-20 seconds to keep it from resetting. Makes for a very cheap way to win.
Those are the two current glaring problems with the map.
-
http://tf2.gamebanana.com/maps/178637 (http://tf2.gamebanana.com/maps/178637)
-
Added fw_volcano_hideout_v1 to the rotation.
-
Updated fw_forts_a2 to fw_forts_a2_spawns.
on fw_forts_a2, there's a common problem of blue taking the intel into their spawn room. Do you think the map could be updated to where they drop the intel once they enter their spawn box? And i guess do the same for red.
The new version of the map moves the supply room zone out so that players can't take the intel directly into the room. Big thanks to h_twenty for the fix.
The other map unfortunately has custom content so he can't fix that one up.
But it does beg the question: how come we have two similar maps in rotation? It might be worth just keeping the original around and tossing out the tron version.
-
But it does beg the question: how come we have two similar maps in rotation? It might be worth just keeping the original around and tossing out the tron version.
It might be better to do that. I know in the low lighting you get issues with not being able to tell colors apart as well. If it came to a vote, i think i'd say get rid of tron.
-
Removed fw_forts_tron_a4_spawnfix from the rotation.
-
I'm super excited to share my new map: fw_loca_a1. It is a CTF "football" map in which you take the intel (there is only one) to the other team's base, in this case on top of your team's color block on the enemy's tower.
P.S: in Spanish, loco or loca means "crazy."
-
Thanks for taking the time to post your map here!
However, there are a couple issues I see that need to be addressed before we can toss it into rotation:
- The lighting is way too intense. That coupled with the HDR gives it considerable eyestrain, and makes it difficult to read the HUD elements for prop count and money.
- You'll want to place some trigger_multiples named "fw_nobuild" at the chokepoints of the spawns to prevent players from placing props in that area and blocking players off. Otherwise, this will happen: (http://cloud-4.steampowered.com/ugc/615046808147756205/3DED9F2F2CC4A5AAD4F97C2CA87D29F779D86B54/1024x640.resizedimage)
- This one is more up to you, but introducing more passageways for players to exit spawn to prevent spawn camping would be useful. Especially since in this map, the distance between the spawn exits and the spawn points will make the spawn protection uber ineffective.
-
I added a walkway above the exit for spawns to allow escape, changed func_nobuild to trigger_multiple fw_nobuild, tweaked the lighting, and fixed the 'R' at the end of my username display on the wall. I hope people like it!
-
I added a walkway above the exit for spawns to allow escape, changed func_nobuild to trigger_multiple fw_nobuild, tweaked the lighting, and fixed the 'R' at the end of my username display on the wall. I hope people like it!
Looks good!
Added fw_loca_a2 to the rotation.
-
Only qualm i have is that not every class can take the intel onto the capture point unless assisted (such as medic with quick fix, or just generally getting rocket bounced)
Other than that, cool map.
-
On the map fw_mountain_final (believe it was that one), I discovered that Red Team could build onto the floating square platform but Blu could not build on theirs. Both sides could build on the thin connecting wire.
Additionally, on Red it was possible to build right up next to the spawn rectangle, whereas on blu there was the prop intersects a no build zone error from a greater distance away.
It also appeared as though you could sit in the middle of the enemy's spawn zone and prevent them from getting the intel, although i'm not 100% abt that.
-
After two weeks of spare time after work and weekend nights of burning out my retinas in Hammer, I have completed another map: fw_horseshoe_a1! I hope it is even better than the last CTF map that I made.
-
After two weeks of spare time after work and weekend nights of burning out my retinas in Hammer, I have completed another map: fw_horseshoe_a1! I hope it is even better than the last CTF map that I made.
YOU HAVE A LEAK! Fix it, you also forgot to nodraw the outside of your brushes that face the void.
-
Where exactly is the leak? Also, why is it important to go and do nodraw?
-
Where exactly is the leak? Also, why is it important to go and do nodraw?
Better optimization. The leak might be related to this: http://steamcommunity.com/sharedfiles/filedetails/?id=249143254 (http://steamcommunity.com/sharedfiles/filedetails/?id=249143254) Also, use load pointfile to help find leaks. (the leak wasn't showing in the screenshot as my spectator camera was inside a brush)
-
I think I fixed the problem. Try this map version.
-
The map seems kinda small. I'm not sure if it would work well with 14 players on each team placing props all over the place. The small size also makes it pretty easy for players to block the spawns with props.
-
Honestly, I think the map is a perfect size. The time limit is at 15 minutes IIRC, and there is such a short distance for the flag carrier to have to go that it is only fair that the prop density is really high and the setup time is 5 minutes. The point of the map is to have two bases a short distance from each other and a really dense area between them. This encourages teamwork to go through the dense fort hell (pun intended) to get the flag. Getting out of such a dense area is also a challenge. I put a fw_nobuild thing in the area between the columns and the base, so your griefing thing won't even happen. I think it at least is better than fw_3fort, which was my first map (I had a different SH account) and it sucks ass.
-
(http://cloud-3.steampowered.com/ugc/612796458889948308/7746AD7CD6771E3A92AA64BE936B6476EEF6E076/1024x640.resizedimage)
:S
I don't mind the idea of having to fight through a wall of props in order to reach the intel, I just feel that it would easily enable griefing such that a team would need to work through their own props first.
-
Ok, I see. I guess it wouldn't be that hard to just prop out the entire cross section of the place like you did. How then should I fix this? Any ideas?
-
Map still leaks.
-
Ok, I see. I guess it wouldn't be that hard to just prop out the entire cross section of the place like you did. How then should I fix this? Any ideas?
Fundamentally, I think it's just a size issue. Making the rooms larger may help, but I can understand how it would be against the base design of the map.
-
Ok, I see. I guess it wouldn't be that hard to just prop out the entire cross section of the place like you did. How then should I fix this? Any ideas?
Make a building height limit? Set nobuild within 2-3 character height of the ceiling so you can at least jump up and over.
The other thing is, if you can't get through, neither can the enemy. Of course if both sides have been griefed.....
Another Idea i had while jumping around the map was what if you made a side tunnel out from the back of each spawn room that comes around and spills into the neutral zone where you have your map by Cread Master words. If the tunnel is made such that it's far enough away from the walls that it couldn't be blocked by teammate props, then you could always get to the opposing side's props, which can be destroyed faster. Then all you have to do is make the area like a spawn, in that you can't bring the intel through.
-
I will begin adding an access tunnel. Thank you for the suggestion.
-
fw_payload_v2_fix is not a good map at all for fw.
You can't build directly in the path of the cart, and the cart goes through props. A team just has to destroy enough props before they can get proximate enough to move the cart. It might be a better map if the cart started to move back the moment capture stops.
It makes it so that the team with the most money to spend wins by completely surrounding the path with dense packed wooden fences so it takes too long to destroy enough to advance the cart. Most times a lot of money is spent by people without much chance of getting it back.
(additionally, rotating a wooden fence is nigh impossible, not sure if that's intentional or not)
-
Dread, not to pile things onto your plate, but I think loca needs a few updates.
1. Right now snipers can hide on the upper ledge behind the colored spawn barrier and snipe without being seen. I think it might be better to make that barrier see through, you can still avoid spawn camping, but then snipers have to play fair.
2. It appears as though you can build inside spawn, at least right next to the upper ledge, making for a better sniping angle. Not sure if that's intentional or not.
(http://cloud-3.steampowered.com/ugc/469808166578427102/9798E1CF1D334CE764B147711B44D5E9D39D89B3/)
-
http://downloads.stsv.tf/maps/fw_ravine_1.bsp.bz2 (http://downloads.stsv.tf/maps/fw_ravine_1.bsp.bz2)
-
Added fw_ravine_1 to the rotation.
-
Removed fw_ravine_1 from rotation due to map author's request.
-
Readded fw_ravine_1 to the rotation.
-
Added fw_ravine_2_a2 to the rotation.
-
Updated fw_ravine_1 to fw_ravine_1a.
-
Updated fw_ravine_2_a2 to fw_ravine_2_a3.
-
Updated fw_ravine_2_a2 to fw_ravine_2_a3.
jsut played it for a bit, here's my 2 cents
It's a bit large and filled with stuff, too many routes/places to guard when not a full server.
Additionally, it's very hard to come back and defend the last point, especially from spawn, you just can't get out of spawn quickly. I'd suggest making it a much longer capture, or moving spawn closer to the last point. Either that, or have the spawns open up onto the choke points more, that'd help for defense. right now, once you cap the middle, it's fairly easy to avoid people and go for the final capture
I might also suggest doing some kind of coloring to help orient people, I sometimes feel a bit turned around at various points on the map.
-
http://mechatheslag.net/gaming/Thread-FW-crosspath-a2 (http://mechatheslag.net/gaming/Thread-FW-crosspath-a2)
Hey, really nice meeting you on the server today. While the map I was talking about was _a2, _a3 seems to be the better updated one that stops the "endless game" issue it had. Let me know what you think!
-
Added fw_crosspath_a3 to the rotation, thanks for the suggestion!