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HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
  #1  
Old 11-13-2005
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Default 25 minute skywalk fort

Built in a game, vs REAL PLAYERS. No cheats used, piece limit 60.


From the front, crouch tunnel located in centre. Walls are 2-3 layers thick.


The centeral 'finger', with the crouch tunnel. Reinforced bunker at end for snipers and a centeral ramp for quick exit.


A view along the wall, showing the two raised battlements areas. They don't provide much cover, but do give you enough height to quickly dispatch anyone trying to unfreeze the wall.


The view out the bunker in the middle, has very good coverage and can also cover the two side walls.

And thus the combat begun. Got to 2 captures to 0, then server crashed.
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  #2  
Old 11-13-2005
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nice fort! very neat ^^
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Anyway why was there 2.0V models in the picture? Or is it just a thing SR got for being such a supportive clan of the mod?
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  #3  
Old 11-13-2005
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how long did u build this?it's very neat,this skill to build so fast and so neat is really missing to me!
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  #4  
Old 11-14-2005
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Ah, I missed these things so much when people stopped posting them.

Very nice fort, only three forseeable problems.

a) it might be possible for builders to catch a blindspot from any firing point in the corner where the crawl entrance meets the main wall.

b) your capturers running back have no cover as they enter and pass through the crawl tunnel

c) I can jump off over the wall where the fall gaurd meets the main wall. Your jump gaurds should have 3/4 coverage into the wall and 1/4th coverage out into nowhere. At 1/2 1/2 it's still easily possible to strafejump around them. In testing I could manage the jump as far as 2/3 before it became too difficult to make. I made it once out of roughly 30 tries at 3/4th, basicly meaning that it's hard enough that it isn't worth trying in game, only really possible in outside testing.
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  #5  
Old 11-14-2005
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Quote:
Originally Posted by SwiftSpear
Ah, I missed these things so much when people stopped posting them.

Very nice fort, only three forseeable problems.

a) it might be possible for builders to catch a blindspot from any firing point in the corner where the crawl entrance meets the main wall.
There are the ramps up the side as shown in picture 2, where soldiers or whatever can simply jump over the top to slay them. Still, requires a vigilant team though.

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b) your capturers running back have no cover as they enter and pass through the crawl tunnel
All it takes is to get one blocks length into the tunnel and thats the point the flag can be dropped and retreived by whoever is inside at the time.

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c) I can jump off over the wall where the fall gaurd meets the main wall. Your jump gaurds should have 3/4 coverage into the wall and 1/4th coverage out into nowhere. At 1/2 1/2 it's still easily possible to strafejump around them. In testing I could manage the jump as far as 2/3 before it became too difficult to make. I made it once out of roughly 30 tries at 3/4th, basicly meaning that it's hard enough that it isn't worth trying in game, only really possible in outside testing.
The jump guards at the end were added late in, because I completely forgot and realised I had 2 mintues left on the clock. I was assuming the enemy team wouldnt be up to the skill of strafe jumping over, and left it at that. Also, I was out of blocks.
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  #6  
Old 11-14-2005
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The railings on the side of the map can be used to jump on to the lower blocks in front of the wall, which can then be used to hop right over the wall.

This took 25 minutes? There's also extra blocks in there that don't server any purpose, only cut down on your block count.
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  #7  
Old 11-14-2005
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Quote:
Originally Posted by entRo
The railings on the side of the map can be used to jump on to the lower blocks in front of the wall, which can then be used to hop right over the wall.

This took 25 minutes? There's also extra blocks in there that don't server any purpose, only cut down on your block count.
The blocks at each end, infront of the spawners are angled at a way that its impossible to jump onto the upper ledge. That, and I've become a stupidly fast building machine, and hey, whats stopping me making a fort look good?
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  #8  
Old 11-15-2005
jodos the builder
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heheh i totally understand u !!are u often "uberforting"?
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  #9  
Old 11-15-2005
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Quote:
Originally Posted by Khuskan
The blocks at each end, infront of the spawners are angled at a way that its impossible to jump onto the upper ledge.
Nope. Look at the top screenshot on the right. One could easily strafe jump off the railing on to the lower block.

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That, and I've become a stupidly fast building machine,
I was thinking 25 minutes was kind of long for that fort.

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and hey, whats stopping me making a fort look good?
Nothing. It looks good, but you're sacrificing function for fashion.
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  #10  
Old 11-15-2005
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Quote:
Originally Posted by Khuskan
Quote:
Originally Posted by entRo
The railings on the side of the map can be used to jump on to the lower blocks in front of the wall, which can then be used to hop right over the wall.

This took 25 minutes? There's also extra blocks in there that don't server any purpose, only cut down on your block count.
The blocks at each end, infront of the spawners are angled at a way that its impossible to jump onto the upper ledge. That, and I've become a stupidly fast building machine, and hey, whats stopping me making a fort look good?
No they aren't, that's exactly what I was saying before. They need to be pushed in so they are covering 3/4ths into the wall. It's virtually impossible to jump around blocks that stick out into nothing even at such a small ratio as 1/4th, but it's easy to jump from the railing to the top of the shorter wall (peices layed flat ways rather then long ways) if the cover block only covers 1/2 way into the wall. Like I said before, I can strafejump over the wall. Make the cover block cover 3/4ths the way into the protection wall of your fort and it will be virually impossible for even the best trick jumpers to make the nessicary strafe jump.
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