Map Rotation / Map Suggestions

  1. Re: Map Rotation / Map Suggestions

    #3989
    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
  2. A New FW Map Made By Me!

    #8500
    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.
  3. Re: Map Rotation / Map Suggestions

    #8508
    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.
  4. Re: Map Rotation / Map Suggestions

    #9078
    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
  5. Re: Map Rotation / Map Suggestions

    #9503
    Removed the following maps from rotation due to some game breaking issues:

    fw_sewage
    fw_fortwars_hb
  6. Re: Map Rotation / Map Suggestions

    #10445
    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.
  7. Re: Map Rotation / Map Suggestions

    #10910
    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. 
  8. Re: Map Rotation / Map Suggestions

    #11189
    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.
  9. Re: Map Rotation / Map Suggestions

    #11261
    Updated fw_forts_a2 to fw_forts_a2_spawns.

    The_Hairy_Baboon wrote View original post
    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.
  10. Re: Map Rotation / Map Suggestions

    #11592
    VoiDeD wrote View original post
    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.

Archive Notice

The Saxton Hell community forums have been retried. This website is available as a read-only archive. Join us on Discord for the latest discussions!

Join the Saxton Hell Discord server