Author Topic: Map Rotation / Map Suggestions  (Read 46672 times)

Offline VoiDeD

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Re: Map Rotation / Map Suggestions
« Reply #15 on: January 08, 2013, 07:43:11 pm »
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

Offline VoiDeD

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Re: Map Rotation / Map Suggestions
« Reply #16 on: March 04, 2013, 10:02:25 pm »
Updated fw_minecraft to fw_minecraft_fixed

Offline The Sphincter Of Giza

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A New FW Map Made By Me!
« Reply #17 on: July 05, 2013, 09:14:24 pm »
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.

Offline VoiDeD

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Re: Map Rotation / Map Suggestions
« Reply #18 on: July 06, 2013, 09:51:45 am »
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.

Offline VoiDeD

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Re: Map Rotation / Map Suggestions
« Reply #19 on: August 08, 2013, 04:38:26 am »
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

Offline VoiDeD

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Re: Map Rotation / Map Suggestions
« Reply #20 on: August 10, 2013, 04:52:57 pm »
Updated fw_gl_v7 to fw_gl_v7_fixed.

Offline VoiDeD

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Re: Map Rotation / Map Suggestions
« Reply #21 on: August 31, 2013, 11:00:32 pm »
Removed the following maps from rotation due to some game breaking issues:

fw_sewage
fw_fortwars_hb

Offline Sere

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Re: Map Rotation / Map Suggestions
« Reply #22 on: December 01, 2013, 05:33:51 pm »
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.
« Last Edit: December 01, 2013, 05:37:47 pm by Sere »

Offline The_Hairy_Baboon

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Re: Map Rotation / Map Suggestions
« Reply #23 on: January 12, 2014, 04:26:28 pm »
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. 

Offline The_Hairy_Baboon

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Re: Map Rotation / Map Suggestions
« Reply #24 on: January 28, 2014, 08:52:00 pm »
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.

Offline 111112oo

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Re: Map Rotation / Map Suggestions
« Reply #25 on: January 31, 2014, 01:44:50 am »

Offline VoiDeD

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Re: Map Rotation / Map Suggestions
« Reply #26 on: January 31, 2014, 11:37:18 pm »
Added fw_volcano_hideout_v1 to the rotation.

Offline VoiDeD

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Re: Map Rotation / Map Suggestions
« Reply #27 on: February 03, 2014, 02:32:40 am »
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.

Offline The_Hairy_Baboon

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Re: Map Rotation / Map Suggestions
« Reply #28 on: February 19, 2014, 11:01:59 pm »

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.

Offline VoiDeD

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Re: Map Rotation / Map Suggestions
« Reply #29 on: March 29, 2014, 02:38:23 pm »
Removed fw_forts_tron_a4_spawnfix from the rotation.