1fort

Discussion in 'Map Factory' started by shpladoink, Apr 24, 2009.

  1. shpladoink

    shpladoink L3: Member

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    THIS FILE IS OUTDATED. CHECK ctf_1fort_rc1 FOR THE LATEST VERSION! http://forums.tf2maps.net/showthread.php?p=308584


    Due to a clerical error at General Realty Network (GRN), a plot of land was contracted to both RED and BLU concurrently. 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 within eyesight from the get-go.

    The battle plays out at dusk in the middle of a dense forest, and works best with mid to large-sized teams.

    Gameplay
    CTF can be a fun game mode, but I feel that many players have grown tired of it in TF2 due to the lack of new and innovative maps that allow players to do more than sit behind sentries and wait for the enemies to show up. CP and Payload maps are far more popular on the majority of servers I've visited, so I decided to build a CTF map that attempts to incorporate the type of fluid attack/defend movement found in those game modes.

    The exterior design promotes a circular gameplay model as opposed to the back-and-forth which is typical of most CTF maps. Additionally, three main routes between bases allow each team greater opportunities to attack and defend their designated zones while discouraging turtling as a main defensive strategy.
     
    Last edited: Sep 1, 2014
  2. BagOfChips

    BagOfChips L5: Dapper Member

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    I like the story and the layout :p
     
  3. DaFatCat

    DaFatCat L3: Member

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    Sounds fun, the indoor areas look a bit bland though.
     
  4. shpladoink

    shpladoink L3: Member

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    Agreed. I'm doing my best so smooth gameplay out before I get to too much detailing.

    Big changes coming for a3; I'm shuffling some spawn locations and doorways around to make the main routes a bit clearer to players. Planned release date late this week.
     
  5. l3eeron

    l3eeron L8: Fancy Shmancy Member

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    I'm really counting on this one, 'doink!

    Don't let me down!
     
  6. Mar

    Mar Banned

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    Wow, looks nice for an alpha.

    I'd like to see more light in the map. TF2 is a brighter game then CS or Halo which is more of the vibe I'm getting here. I wish it felt warmer.

    Also maybe a more original name since it gives the impression that this is a remix of 2fort. Maybe something more like flag_next_door or neighbors or 1_base. But 1fort is just too close too 2fort and people might look at the map expecting similarities to it.

    PS. I love that glass by the intel. Makes sentry camping just a bit harder. And you know how much I hate sentries. >;)
     
  7. shpladoink

    shpladoink L3: Member

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    Updated to a3. Major changes listed in first post.
     
  8. shpladoink

    shpladoink L3: Member

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    Version a4 released!
     
  9. shpladoink

    shpladoink L3: Member

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    Thanks to all of you that checked 1fort out at gameday this afternoon. I apologize for not being present, but I did watch the demo, so I'd like to address some of the comments you guys had.

    First of all, I was surprised at all the positive reactions. The group that played seemed to catch on to the layout a lot faster than the guys on the server I usually test on. As for the lighting, version a4 was released shortly after the sniper/spy update, so I hadn't had a chance to properly tune the new night atmosphere from the old skybox I was working with.

    There wasn't much turtling in the couple rounds played today, but I attribute that to the fact that most of you were spending time checking out the map rather than wrenching a gun in a corner for fifteen minutes. I'm considering removing the spawn door on the second floor that leads towards the intel room because it seems to make it too easy to camp the intel and rebuild sentries. Design that prefers the defenders in CTF is one of the things that makes the gametype largely less exciting than the others, so I'm seeking all means to give attackers the edge regarding getting around defenses.

    I haven't come up with a solution for a good teleporter entrance spot yet, but the little alcove next to the first floor spawn and the second floor balcony seem to be popular places. Teams can really benefit from a forward base in 1fort, so this is something I want to improve. I don't play much engineer, so any Pro Engie advice on the matter would be appreciated.

    I'd love to implement breaking the window for post-round humiliation (I've been trying to get it to work since version a2), but so far the best I can seem to do is have it break for sudden death, which I'm doing away with in favor of stalemate. If anyone can help me figure it out, I've posted a thread on the subject right here.

    The next release will be b1, so it's (hopefully) mostly aesthetic and optimization changes from here on out, save for a few tweaks to walls and significant models.

    I only know of two servers that have 1fort on rotation/nominate list, so please give me a heads up if you decide to put this on your server so I can learn how it fares in a more public environment.
     
  10. Not_Yet

    Not_Yet L1: Registered

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    i liked playing this yesterday, very good but as you said the only fault was basically no engineer spots for teleports
     
  11. Tinker

    aa Tinker

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    Don't worry, we're a little stupid.
     
  12. TheCodfather

    TheCodfather L1: Registered

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    It is one of the best CTF maps I've played for a while (including official maps). 1Fort has more than enough potential to become an official map. :)
     
  13. eXeC

    eXeC L1: Registered

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    That is so wierd. I was going to do something almost identical to this after I finished timberfest. Guess I'll have to do something else. :p
     
  14. shpladoink

    shpladoink L3: Member

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  15. freddomaytee

    freddomaytee L1: Registered

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    Nice idea
     
  16. mtv22

    mtv22 L3: Member

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    At first sight of this back in April, I thought a scout rush would be able to hinder the enemy useless, but now it looks like it's a well thought-out map, I really like this now and would love to play this, unlike 2fort.

    Oh, and I would love to see an overview screenshot.
     
  17. shpladoink

    shpladoink L3: Member

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    Here you go:

    [​IMG]
    [​IMG]
    [​IMG]

    Looking at it like this makes the exterior seem very dark, but I'm working on the skybox and stuff now, so that will be improving.

    I do not believe the version on the tf2maps server is up to date, if it is even still on there. If you like the map, please spread word around and see if other server admins will host it! I'd love to see more people playing this.

    These are the servers that I know of with the current version installed:
    Spengboob's Fightatron: 216.155.146.78:27015
    Hammer and Nail Test Server: 208.167.249.109:27015
    OCRemix TF2: 8.9.31.206:27015

    Fightatron is a micspam-oriented server (we play music), so if you decide to join up, please keep the server rules in mind and/or just turn off voice if you don't want to listen to it. Hammer and Nail is a relatively small group of mappers and modders that I belong to, and the third server is run for that game music remixing site.

    I usually pop my head in the chat to let you guys know if I'm doing a dedicated playtest on one of these, so keep an eye out for that I suppose.
     
  18. Sebhael

    Sebhael L1: Registered

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    This looks quite awesome, might have to throw it up on my server :D
     
  19. (-TN-) Ben2

    (-TN-) Ben2 L4: Comfortable Member

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    looks like a great idea for a map, cant wait to try it out
     
  20. mtv22

    mtv22 L3: Member

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    I like the looks of it, when are you going to launch it to beta? I will recommend it to a few people once you do.