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Old 11-15-2009, 05:37 PM   #1
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Crossfire - Fortress Forever

This is a port of the HL2DM map crossfire2 by "HL Mappers". As of this version everything should work properly, but now we just need a large enough playtest.

link: http://monoxide.cjeshjoir.com/release/crossfire2_b8.zip
Mirrors would be appreciated!!! <3

Screens:







I'll be running this on my server for the next few days 24/7 for testing purposes, and if you want to put it in your rotation, that would be super!


Fix list--

Fixed SG LOS penetrating walls in second yard.
Fixed various lighting issues.
Fixed Playerclips
Fixed stadium spotlights, resulting in the map being more well lit.
Fixed tower lights to show nuke status (green-nuke available, red- nuke launch countdown, yellow-nuke launch resetting.

Last edited by MonoXideAtWork; 11-23-2009 at 06:01 AM.
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Old 11-15-2009, 06:54 PM   #2
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Crossfire was great (I almost did this instead of rock2 myself), this is therefore instantly great . Seriously though, it's looking good. Shame there's no way to have the gun turrets, but meh.


Anyways, the only criticism I have is that the base could do with being set a little further back, giving a larger yard out there... seems a little smaller than I recall. Haven't played the original in a while, so I could be wrong on that though.
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Old 11-15-2009, 06:55 PM   #3
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Great job so far. Are you going to limit this map to certain classes or leave it open to all class types? Also, what about backpacks, the medical resupplies on some walls?
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Old 11-15-2009, 07:17 PM   #4
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FF needs more maps like this, instead of pub mayhem on ff_destroy and ff_aardvark, where the objectives are largely ignored.

As for the map itself, I've played the original, and the beta, and it's shaping up to be an epic map--we need to get this on more servers and watch as convoys of HW's mow down people in the yard, a grid of SG's are built in the bunker, and Engineers running around EMP'ing everything that moves.

I look forward to playing this map with 20+ people, it'll be a nice break from objective-based fortress.
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Old 11-15-2009, 08:14 PM   #5
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This was one of my favorite maps just because of the cannons. Blowing people up as they run across the map, trying not to blow up your own team mates when they stick their head up or out of a window (I'm a little trigger happy hehe oops)

I loved when the nuke was triggered and then holding people off with the guns and then at the very last second before the upper doors finally close, jumping down the tunnel to safety


I hope to see more ports of old maps. I would love to see Badlands ported over, I know its being slowly worked on but I'm not a big fan of the last version I seen (too small). I would also love to see all the different rat maps converted over.
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Old 11-15-2009, 10:43 PM   #6
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Yes, those cannons need to be put in, as well as the health/armour stations. Otherwise it's spot on!!
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Old 11-15-2009, 11:37 PM   #7
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You'd need to find a prefab for the cannons. I was thinking... if Mono can't find a prefab, the cannons off the Striders from HL2 look very similar to the original crossfire cannons, but you'd need to find a modeler to handle that.
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Old 11-16-2009, 03:31 AM   #8
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**Bump** added a to do list to the original post.
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Old 11-16-2009, 03:54 PM   #9
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Played a bit just a bit ago, looks beautiful! Would love to play with more people. If you haven't checked this map out, you're missing out. The only thing better would be a Stalkyard to go with it.
  • Camping resupply bags inside the bunker makes you practically invincible because they give full hp/ap, respawn in seconds, and there are lots of them in proximity. Perhaps increase the respawn time?
  • Add the blue room in all its blue glory.

EDIT: I don't think anyone would refuse to play the map if the bigass guns were just cylindrical brushes.

EDIT2:
Breaking doors with objects. Detpacks, barrels, and the dumpster break the front door. Can jam a barrel in the pillbox windows and break them. Removing the objects later can cause inversions (door goes up when it should go down.). Have not found a way to break the horizontal tower doors.


Able to get on top of yard buildings and bunker. Nuke does not kill you when standing on top of the bunker.


EDIT3: For Build 4, can get up here on both sides. You still get nuked, though.

Last edited by cjeshjoir™; 11-18-2009 at 08:55 PM.
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Old 11-19-2009, 02:31 AM   #10
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Disable det packs.
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Old 11-19-2009, 02:51 AM   #11
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What in Gods name for?!

Look, you're defenseless while setting it... that's enough to leave it in. If someone can't hear the whine before it blows, or can't see it before it blows, or can't kill the demo that's setting it.... deserves to be blown apart.
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Old 11-19-2009, 02:57 AM   #12
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Quote:
Originally Posted by Iggy View Post
What in Gods name for?!

Look, you're defenseless while setting it... that's enough to leave it in. If someone can't hear the whine before it blows, or can't see it before it blows, or can't kill the demo that's setting it.... deserves to be blown apart.
Breaks doors.

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Old 11-19-2009, 02:59 AM   #13
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ian, now with the new playerclips added in b4 (Available for playtesting on MonoXide's Tunnel of <3!), the lameness of the detpacks has been reduced significantly. Now, you'll need to be relatively exposed to set a detpack in a crowded area, as opposed to dropping them from a rooftop.

B4 still has some glaring bugs, so many that I didn't make an official release of it, but look for b5 in the next few days, and as always, if you find something odd, post a screenshot, and I'll add it to the do to list! Thanks!
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Old 11-19-2009, 04:24 AM   #14
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I loved this map in TFC. I gotta try this out Mono.
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Old 11-19-2009, 04:52 AM   #15
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I loved this map in HL, i played it tons of times. I never really played it in tfc, maybe once.
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Old 11-19-2009, 10:33 AM   #16
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Quote:
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ian, now with the new playerclips added in b4 (Available for playtesting on MonoXide's Tunnel of <3!), the lameness of the detpacks has been reduced significantly. Now, you'll need to be relatively exposed to set a detpack in a crowded area, as opposed to dropping them from a rooftop.

B4 still has some glaring bugs, so many that I didn't make an official release of it, but look for b5 in the next few days, and as always, if you find something odd, post a screenshot, and I'll add it to the do to list! Thanks!
Sounds like a winner of a solution. Gimme gimme gimme dat map!
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Old 11-19-2009, 03:12 PM   #17
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Pretty awesome map, really like it.
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Old 11-19-2009, 04:10 PM   #18
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On Build 4, injury occurs from the nuke while inside the bunker in the front room by the big door. Death occurs near the outer walls while in the pill boxes.
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Old 11-19-2009, 06:09 PM   #19
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Quote:
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On Build 4, injury occurs from the nuke while inside the bunker in the front room by the big door. Death occurs near the outer walls while in the pill boxes.
I reworked all of the triggers last night, so that's no longer an issue in the next build. Thanks for the pics and detailed testing cjesh!
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Old 11-19-2009, 06:40 PM   #20
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fuck, mono is so amazingly sexy
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