[WIP] ctf_1fort

shpladoink

L3: Member
Dec 19, 2007
108
6
Due to a clerical error at General Realty Network (GRN), the same plot of land was contracted to RED and BLU at the same time. Not wanting to take the issue to court (Yosemite Legal Workers (YLW) tend to have really boring courts), they instead took it to the battlefield.

1fort takes the idea of two enemy bases built absurdly close to one another a step further by actually housing them in the same building. The two teams' Intelligence offices are separated by a single pane of indestructible bulletproof glass, so your goal is always within eyesight.

Having essentially three paths to the enemy base made earlier versions of 1fort seem too large for CTF gameplay. To remedy this, the layout has been compacted and the exterior redesigned to allow each team greater control over one neutral side of the building. This design (hopefully) lends itself to a more circular gameplay model, allowing each team greater opportunities to attack and defend their designated zones.

The battle plays out at dusk in the middle of a dense forest. A very rough game flow sketch is provided below, along with some early screens.

ctf1fort0024.jpg

1fortintels.jpg

1fortflow.jpg
 

ProfFiendish

L2: Junior Member
Nov 15, 2008
95
10
Oh no, don't get Green and Yellow into this... :)
 

Ida

deer
aa
Jan 6, 2008
2,289
1,372
This sounds like a fun map.

Have you checked if the name is taken, though? It sounds likely that 1fort is one of the first names people would think of when making a simple ctf map or something.
 

shpladoink

L3: Member
Dec 19, 2007
108
6
This sounds like a fun map.

Have you checked if the name is taken, though? It sounds likely that 1fort is one of the first names people would think of when making a simple ctf map or something.
The only thing I found when I searched a while ago was that one guy's comic blog and some photo albums.

edit: turns out there is another 1fort, and it's even on this site. i don't know how i missed that, seeing as how i started mine over a year ago, but eh.
 
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Chilly

L6: Sharp Member
May 3, 2008
326
127
I don't really play/like CTF, but this sounds like an interesting enough idea that I'd definitely play it. So kudos for that. ;) It'd be interesting if you could allow defensive engineers some way of interacting somehow.

One cheesy idea would be to give each side a switch that activates a dispenser (not an actual one, but blend it as a healing gun or something) on the opposite site. It would work only for his team and would allow engineers to heal teammates when they go in and grab the intel. You know... something that allows completely defensive players to help in the attack once in a while. ;)
 

rayK

L1: Registered
Jan 19, 2009
9
1
i really like the idea of having the window inbetween the intelligence rooms, looks like a fun map
 

zaratustra

L2: Junior Member
Feb 1, 2009
52
1
Some feedback:

* I like the shortcut windows in and around the sniper perch.
* Standing guard in the intelligence room isn't very useful, as it's so tiny a scout can run in and out before you notice.
* There are no places to put teleporter entrances that won't be found right away. Exits too but that's to be expected.
* Once the intel thief bails out, it's pretty hard to figure which ways he could've possibly gone.
 

shpladoink

L3: Member
Dec 19, 2007
108
6
The teleporter issue will improve once I add more detail props and such. The best place to set up a forward base seems to be just over your team's side of the hill, since you can put a sentry in/near the rock tunnel and guard pretty easily while you teleport dudes in. It's gotta be a team effort though (surprise), because enemies have a tendency to show up in places when you least expect it.