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HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
  #1  
Old 05-09-2005
Theotherguy
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Default sf_trenches *release*

In this map I attempted to make the feel of a World War I style battle. Each team has a base trench, where they have a warehouse. In each warehouse there are entity spawners. To activate the entity spawners, press the USE key, and a block should appear. There is a limit of 70 on each spawner to limit spamming. Each team also has a supply trench, which contains ammo crates and health chargers. There is a tunnel for each team that bypasses many of the trenches on opposite sides of the map. Each team also has a sniper tower, two north/south trenches, and one east/west trench. This map is fairly large and complicated for a sourceforts map, so don't be surprised if the scoring is limited. Enjoy!

http://halflife2.filefront.com/file/...ches_Map;41486




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  #2  
Old 05-09-2005
SwiftSpear's Avatar
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Maby a little too elaborate for a SF map, and there are a few archtextural and texturing errors, but overall this looks like a pretty damn sweet map.
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  #3  
Old 05-09-2005
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Maybe this is just me... but I think that it is more fun to build the "trenches" and towers myself.
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  #4  
Old 05-09-2005
Jabberw0cky
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looks really awesome, i'll try it out later on my server.
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  #5  
Old 05-09-2005
Fort Builder
 
Join Date: Mar 2005
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I havent tested it, but it looks absolutely awesome. GJ
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  #6  
Old 05-09-2005
Theotherguy
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Thanks for the comments guys. I understand what you mean by my map being large and complicated. This is my first map for sourceforts (I am used to mapping for hl2dm) and frankly I mapped it because I wasn't impressed with the small, almost empty maps that were standard in sourceforts. It is true that my map is unorthadox in this respect, and it suffered because of it. Since it was so complicated, and routes of attack were so limited, scoring was very scarce (each team managed to score only 4 times in my entire 2 hour test), but this also made getting the flag that much more glorius.

Even though the map is complicated, each team built surprisingly excellent forts, especially the red team, who built skybridges and platforms high above the trenches. Blue team also used the trenches to their advantage and made sort of "ceilings" on them using blocks so that they could travel through them like tunnels and walk over them wihout having to actually get down and navigate them. Red team also managed to build a very intricate bunker system in the first round which completley shredded the blue team because of its tactical position on the center land mass.

So yes, I agree that the map could be a bit more simple, and I should have had more of a "building" goal in mind, but the core gameplay of sourceforts is still there, and the teams managed to make some very fantastic forts.
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  #7  
Old 05-10-2005
Master Craftsman
 
Join Date: May 2005
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Matt, you didn't tell me you signed up at the sf forums >_<

I am the guy in the first pic saying "ah what the hell I'll help"

I was there for the beta test, it was great. Me and this guy named maniac (who was stoned most of the time) built that huge long fort in the first pic, we could see over the wall during build mode (wasn't finished at the time), it was so awesome.

This is a great map, especially if you are someone who enjoys the gameplay itself more than the building.


Hm perhaps I should make a thread for encasement. I need to take screens.
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  #8  
Old 05-11-2005
ChaosBringer577
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very nice!!! I like the backdrop, very WWII-ish. How did you get that smoke there? And I'm still figuring out how to make blocks blue/red to signify bases....GRR!!! lol

EDIT: Forgot to ask, how did you displace your brushes? Did you use subdivision or just simple old paint geometry? Cuz it looks very smooth. I just went to interlopers.net and read a bit of stuff about adv. disp. and I wanted to figure out what you used to make your map look smooth and "hilly"
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  #9  
Old 05-12-2005
Theotherguy
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the smoke is env_smokestack, and I just use normal displacements. Im not sure what you mean by smooth, my displacements are rather jagged...but if you must know I did a bit of resizing and placed the entire displacement one unit below a flat brush so that only the hills stuck out...
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  #10  
Old 05-12-2005
Fort Warrior
 
Join Date: Apr 2005
Posts: 1,072
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I have a mazemaker prefab but you could modify it so it remove a grass piece, because the maze maker is like this:

This is the maze
_____________
l_l_l_l_l_l_l_l_l_l
l_l_l_l_l_l_l_l_l_l
l_l_l_l_l_l_l_l_l_l

Then you press a button to remove the top left cube so you have this
___________
_l_l_l_l_l_l_l_l_l
l_l_l_l_l_l_l_l_l_l
l_l_l_l_l_l_l_l_l_l

And here an exemple if you make a maze
___________
_ l_l l_l_l_l
l_l l_l l_l l_l_l_l
l_l_____l_l_____

If someone want it I'll post a it in a thread.
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