[Request] Fortress Wars

underoath

L1: Registered
Jan 27, 2010
2
0
Hey guys! I'm working on a new sourcemod plugin for TF2, and I was wondering if you guys would be up for the challenge of making a map that fits the new plugin perfectly. The plugin is called "Fortress Wars"(Still on the edge about the name, might change later), and the plugin is going to look a little something like this:

Two teams have a 3-4 minute period in which they can construct their base to protect their capture point. During this time, a massive wall will split the map in the middle. The object of this game is to break through the other team's fort and capture their base.

Fort creation: With a client-friendly menu using Sourcemod, the builders of the team will place down fences and other props in order to create a funtional fort that keeps enemies out and allows teammates to come in. Engineers will have all of the same abilities as a normal engineer (bulding sentries, teleports, etc) but have the ability to place props to make their fort. There will be a max of 3 sentries per team.

As you may already know, the props made in this 3-4 minute period are going to drop FPS down to hell, so I would like the map to look like a classic TF2 map, but still getting amazing FPS so that the forts don't drag the FPS to hell. Is anyone interested?
 

drp

aa
Oct 25, 2007
2,273
2,628
sounds interesting. how far along are you in this project?
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
As the creator of the ill-fated Devforts, I fully support this mod.
 

underoath

L1: Registered
Jan 27, 2010
2
0
Well, as far as simplicity goes, we want to optimize gameplay for this mod. We want the map to have a massive tactical approach to it, and as uncreative as I am, I was hoping you guys would fill in the blanks there. I want the map to have a sort-of 2fort feel to it, if you know what I mean (texture-wise). As far as dimensions go, I want the map to be as big as koth_viaduct. Production is going pretty smooth, but slow enough that we can actually spend time working out every kink possible before releasing an open beta, which gives whoever who would want to make a map for us a good amount of time to spend on the map itself. If you want to know the details on production, right now we're working on the build system (how the walls will be placed etc). We've already successfully converted any prop_dynamic we want into a working prop_physics that takes damage.