New Submission: 1Fort (A2)

Discussion in 'Maps' started by Vicenti, Sep 3, 2008.

  1. Vicenti

    Vicenti L2: Junior Member

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    Downloads: A new file has been added by Vicenti:

    1Fort (A2)

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    What? Two briefcases on the same desk?

    The idea for 1Fort came to me after yet another stalemate on 2Fort, in which the defense turtled and the offense deathmatched in the middle. Now there's fairly little room to turtle, and the deathmatching takes place only in the intel room, the upper level, or the exit-only path (hopefully!).

    The Gray Gravel Co. has stolen the intelligence of both RED and BLU, and now they're angry. Of course, in typical TF2 style, they'd rather retrieve the other team's intelligence than their own.

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    Because it's Gray Gravel Co, there are sentries stationed for purely defensive purposes. The sentries are protected by a glass doors that slide down when an intel is picked up. If your team has a briefcase, you have to watch out for sentries. If your team doesn't have a briefcase, the sentries won't harm you.

    There's also a pit of certain death to make the quick path to the enemy spawn more dangerous.

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    Blu's quarter of the map:
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    Red's quarter:
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    Including exploding cows for mild cover!
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    =====
    Gray upper level:
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    Gray lower level:
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    Blu's quarter of the map:
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    Demomen can go crazy with their jumps in the outside area -
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    Jumping to the other team's spawn might be a problem, even though it requires two bombs and the demo ends up with about 30 health left. I'll probably add in something later to prevent that, if it's problematic.

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    Demos can also get on top of Gray's building, but can't climb all the way over. They're easy sniper targets up there, but they can lay some interesting traps.
     
  2. Vicenti

    Vicenti L2: Junior Member

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  3. grazr

    aa grazr Old Man Mutant Ninja Turtle

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    A lot of prop shadows you'll want to turn off.
     
  4. Vicenti

    Vicenti L2: Junior Member

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    I notice that every time I play the map and I forget to do it every time I play the map.

    >_<

    Thanks! Maybe now that someone's pointed it out I'll remember.
     
  5. Dox

    Dox L8: Fancy Shmancy Member

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    cant wait to see a version on for gameday!
     
  6. luxatile

    aa luxatile deer

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    Wow, that looks really cool, especially the first screen. Keep it up, I like it. :)
     
  7. Vicenti

    Vicenti L2: Junior Member

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  8. Vicenti

    Vicenti L2: Junior Member

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  9. Pocok

    Pocok L1: Registered

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    omg, this looks good! Nice map :)
     
  10. luxatile

    aa luxatile deer

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    Tested it on Gameday today. First thought: This looks gorgeous, at least the outdoors. The death pit is sooo purty. Insides are kinda bland, but there's nothing bad about them.

    The second though came quickly: wtf am I supposed to do? I figured it out after a while, but - mostly thank to the intel signs being screwed - I had no idea for the first half of the match. I guess it'll get better when the signs are properly in place, though.

    I can't help but think that RED has a longer way to their capture zone, is that right? Also, they seem to have a second route on to the main battlefield area, while BLU...don't? Seems kinda uneven, which usually is bad news for a CTF map.

    I also saw a Demoman who had stickyjumped on to the top of the building. I assume it's intentional...but why? I couldn't counter him in any effective way, and he was raining sticky death upon us. No fair.
     
  11. TheDarkerSideofYourShadow

    TheDarkerSideofYourShadow L10: Glamorous Member

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    I like the idea.

    I played red the whole time, and now that I think about it, red does have a much harder time with those sgs, since blu can basically kill theirs from the courtyard. Since you were there you heard the suggestions, and I'm looking forward to where you'll take it from here.