2Fort event

CTF 2Fort event a2

ммα | ∂αиỉєℓ

L2: Junior Member
Feb 10, 2015
65
31
2Fort event - A remake of 2fort for halloween (maybe)

So a research assignment for school turned into a remake for 2fort. The goal being that I wanted to see if adding new paths to an existing map would work and how. If these changes are received positively, I might continue this to an actual release.


For those interested in helping me with this research, I'm planning on testing this map this up coming Game day. There will be a questionnaire later because my teachers love those.


If you have any suggestions to make 2fort different, feel free to send me a message, I've enjoyed working on this map so far.

Changelog
CTF_2fort_Event a1

Big changes
- Made an extra entrance into the intel room with height advantage (Don't know about this one)
- Changed the resupply room in the basement back to a spawn room
- Changed the stairs in the basement back to the elevator
- Changed the courtyard walkway to make it longer to move to the basement
- Added ramps in middle to get out of the water
- Changed the location of the spiral stairs to the intel from the first floor to the ground floor
- Added a new staircase to the grate room

Small changes
- Changed the health and ammo in the basement from medium to small
- Made more room in the basement
- Made the corridors wider in general
- Raised the water in the sewers to get rid of that pesky Pyro fire
- Added spells, skeletons, pumpkin bombs and ghosts, so spooky
 

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
2,004
1,313
If you are looking on ways to change 2fort, you can take a look at the maps history before it came to TF2.

View: https://www.youtube.com/watch?v=kQNC3-Y8tVk


All of the previous versions where for other games so they may not work perfectly for the way TF2 is designed. The main issue with 2fort in TF2 is the fact that players HAVE to pass by the other teams spawn twice, once to get the flag and once to capture it. An engineer can place a sentry right outside of their spawn room and cover all the paths into the flag areas. It's not ideal.
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
194
Spookfort.


Although 2fort event was already made for TF2 invasion update, I cannot wait to see what will happen next!
 

ммα | ∂αиỉєℓ

L2: Junior Member
Feb 10, 2015
65
31
your designs to the map look interesting but im not sure how that water to upper ground would work so good.

Neither do I :). The thing is that all of the changes I made are gathered from random forum posts and other 2fort fixed maps. The only playtests I've done in this map are running around solo, so I'm looking forward to the first true test run for this map.
 

ммα | ∂αиỉєℓ

L2: Junior Member
Feb 10, 2015
65
31
If you are looking on ways to change 2fort, you can take a look at the maps history before it came to TF2.

View: https://www.youtube.com/watch?v=kQNC3-Y8tVk


All of the previous versions where for other games so they may not work perfectly for the way TF2 is designed. The main issue with 2fort in TF2 is the fact that players HAVE to pass by the other teams spawn twice, once to get the flag and once to capture it. An engineer can place a sentry right outside of their spawn room and cover all the paths into the flag areas. It's not ideal.

The whole engineer situation is a thing I kept in mind throughout the making of these changes. I’ve made some changes to make the route to and from the intel room less spawnroom heavy. Now the question is: will these changes work? I don’t know and won’t really know until some rounds of playtesting.

The main focus for me was to reduce the spawn camping and intel camping nature of this map to a less stalemate kind of way.
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
194
To be fair, that map's filename is "ctf_2fort_invaded" rather than "ctf_2fort_event".

True, but it is still considered an event map... file name or not.
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
194
Is it just me or is the review for the map literally pointless and confusing as all hell?
 

ммα | ∂αиỉєℓ

L2: Junior Member
Feb 10, 2015
65
31
To fix what he's talking about, add blocking damage to the elevator. That should crush players instead of push them.

Yeah was thinking the same thing, so i'm running some tests so that the elevator won't kill you when it goes up.

Also the nav mesh seemed to be absent. When the skeletons showed up, they just stood there and did nothing.

Hehe woops, I forgot the .nav file. I'll make sure in the next test it'll be there, thanks for the heads up.
 
May 25, 2015
390
307
You could perhaps try to parent a trigger_hurt to the underside of the elevator, so it can only kill players from the bottom? Just make sure it's disabled until the elevator is close enough to the ground so people blast jumping into the elevator doesn't die from... head injuries I guess?
 

ммα | ∂αиỉєℓ

L2: Junior Member
Feb 10, 2015
65
31
You could perhaps try to parent a trigger_hurt to the underside of the elevator, so it can only kill players from the bottom? Just make sure it's disabled until the elevator is close enough to the ground so people blast jumping into the elevator doesn't die from... head injuries I guess?

The way I'm doing it now is that the hurt trigger is enabled from the start but once the elevator trigger is triggered and goes up, the hurt trigger gets disabled. Once the elevator passes the top path entity, so when it reaches the top, the hurt trigger gets enabled again. It seems to work fine but you never know with mapping.