CTF Fourt

Agameofscones

L1: Registered
Jun 4, 2015
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12
Ah yes hello there, I see you've stumbled across my first TF2Maps post and my first TF2 map, sorta. This map is specifically built and geared towards the Source Mod Team Fortress 2 Classic. If you're wondering what that is go on an click right here. This means it will work in vanilla TF2, just not all pretty like it's supposed to, not to mention a broken gamemode. Now then, what exactly is Fourt and why is it called Fourt? The answer to the name is simple, there are four forts. Four + Fort = Fourt. What Fourt is, is also pretty simple, it's four forts, for four different teams, for four way Capture The Flag. Sounds fun right? Well, I personally don't know yet, as the map has gone mostly untested for quite some time, which is why I've put it here, for feedback and possible testing. Or, ya know, you can run around it and pretend you played it.
Please note; This map will be full of missing textures in vanilla TF2, however it will still work, so you have that.
Another note; I'd put up a download link, however, the latest compile is of an older version, as I've split it up into a bunch of smaller map sections for the nitty gritty detail work. That''s why the main version still has a dev texture Blu Spawn. I will get a full compile with all the good stuff in the near future. Maybe this weekend.
Fun Fact, there are ladders.
Thanks and have fun.
 
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Lain

lobotomy success story
aa
Jan 8, 2015
724
757
I think an awesome thing to spice up this map is to have one neutral flag that keeps respawning, making it a kinda multi-objective mode and centering the combat around the teams a bit.
 

Agameofscones

L1: Registered
Jun 4, 2015
16
12
I think an awesome thing to spice up this map is to have one neutral flag that keeps respawning, making it a kinda multi-objective mode and centering the combat around the teams a bit.


Very interesting idea indeed. I might whip up a version with a neutral flag in the center tower.
 
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Agameofscones

L1: Registered
Jun 4, 2015
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12
As far as I can tell from the screenshots, it looks great. Any chance of a version for standard tf2? (only red and blu, of course)

The answer is a big yes, once I finish up Blu spawn I'll be postponing work on the TF2C version due to lack of YLW and GRN assets and will develop a standard TF2 Version with YLW and GRN forts removed entirely.
 

Agameofscones

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Jun 4, 2015
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C377613307A67F8E136B78405646D9426463732C

Detailed the second Blu Team hallway, going to complete their other interior areas now.
 

Agameofscones

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Jun 4, 2015
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D44E30FEE391D84055EB6B785AA085BBC81C1209

A riff on a suggestion from Stiffy360
EDIT:
CF19208BE4617D4EE26ECC44B82E3CE873B396B8

Expanded.
 
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r13

Train God
Aug 30, 2010
259
286
"Back in the day"... TF1 hap a similar map too... it was interesting but ended up failing because no one ever knew what the fuck was going on. So, my advice to you is that whatever you go going on, make sure it's communicated well to the player. I also don't mean to dumb it down either. It might require a few playthroughs before people get it. That's ok. It's different!!! Different is scary. Good luck.
 

Agameofscones

L1: Registered
Jun 4, 2015
16
12
Version 47 Released on June 21st, 2015. The Blu update.
+*New details and good stuff for Blu Team.
+*Some more props here and there.
+*Changed intel ramp overlook window for Blu.
=*Some props moved around in Blu Team spawn.
-*Some props removed, nothing major.
-*Accidentally removed the playerclip boundaries; will be fixed in the near future.

This map is for the Facepunch Mod TF2C. You can find it here.

However, this does not mean it won't work in vanilla TF2, it just means that there will be a bunch of missing textures. For the most part it should still work. A vanilla TF2 version is coming in the near future.

Download Here
Well, here it is. A compiled copy of Fourt for your viewing pleasure. (You can also download it from the OP, as I added that link.)

I have optimized it, however that optimization is not up to speed with the latest edits, so you've been warned.

P.S. Forgot to compile the playerclip boundaries. However the rest of the brush based entities and toolbrushes are still in place.

Screenshots for those who want to look before trying:

BB4CCEE87191AA3FB3D51276EDE6ABCCCFBD89B0
AF46906FE80698D6A373AAA435DD98F87C781C12
608CAD335D60945F485E29912FB824FDA7C3F39C
C23116CB4F8DDD9C615C2FA69E071B75D3BC520F
04D2A258D592C4CCE1D62F08BC6B7FE965DB8CDC


That FOV though....
 
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Zed

Certified Most Crunk™
aa
Aug 7, 2014
1,241
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The roofs on the red base are extremely thick. They should only be about 4 units thick.