07-25-2006, 07:00 AM | #1 |
Join Date: Jul 2006
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Map Concept: 1fort
I got this idea from a game of 2fort I was playing where the enemy team had a strong foothold in our basement. They had teleporters set up and it basically became our team trying to keep their team from leaving the basement with our flag.
[start story: skip if you dont care] I like a little story line behind maps (I dont really know why but I do). The deal is that (in the backstory) the blue team set off a huge explosive that destroyed the red base, destroyed the bridge and made the water toxic. To continue the game, the red team tunnel into the blue basement respawn and "hack" into the blue respawn system. [/story] The red team now has control of the blue basement spawn, the elevator and they sometimes even respawn in the battlements RS (1 out of 10 times perhaps). So both teams are fighting in 1 fortress. The goal is to get the flag out of the basement and cap it on the blue battlements. A secret could be that if you conc/rocket/pipe over to the red battlements and squeeze through the front opening of the cap point you can cap it there for 15 points instead of 10. To handle the balance issues, I would start the red team off with full H/A and grens. Having control of the elevator would help and someone randomly spawning behind the defense every now and again would liven things up as well. Obviously this would be a "just for fun" map and would have some issues to iron out in beta. Unfortunately I have no mapping knowledge to speak of, but if someone finds this idea interesting, feel free to pick it up and run with it. Nex |
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07-25-2006, 07:46 AM | #2 |
Join Date: Jul 2006
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Right ....... Um........ Yea.........
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07-25-2006, 07:51 AM | #3 |
Join Date: Mar 2005
Location: California
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DrX strikes for the 3rd time ^.
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07-25-2006, 11:06 AM | #4 |
Join Date: Feb 2006
Location: East Coast, USA
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When I first saw the thread title I thought it was a joke, but I actually like this idea now.
Could be fun, but honestly I'd like to see it done with a new layout, not just remade 2fort, unless of course that's the whole allure of the idea in the first place. The idea itself is pretty much just an AD type map with people randomly spawning behind the D. |
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07-25-2006, 03:48 PM | #5 |
Join Date: Jul 2006
Location: Austin, Texas
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I too thought it was a joke, but it sounds really good.
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07-25-2006, 04:25 PM | #6 |
Join Date: Jul 2006
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Sounds great, but people might wonder why the fortress doesn't looks like
FF 2fort's fortress. |
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07-25-2006, 04:55 PM | #7 | |
Retired FF Staff
Join Date: Jan 2005
Location: CowTown
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Quote:
This time it was darkness |
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07-25-2006, 05:53 PM | #8 |
Join Date: Mar 2005
Location: California
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oh LoL!
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07-25-2006, 06:30 PM | #9 | |
Join Date: Jul 2006
Location: Austin, Texas
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Quote:
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07-25-2006, 08:34 PM | #10 |
Retired FF Staff
Join Date: Jan 2005
Location: CowTown
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If by one you mean hundreds, then yes.
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07-25-2006, 10:21 PM | #11 |
Join Date: Jul 2006
Location: Austin, Texas
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TF2=1337
Banned Join Date: Jul 2006 Posts: 1 |
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07-25-2006, 10:33 PM | #12 |
Join Date: Feb 2005
Location: Europe, Front Yard
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he's a banned person reregistering. somehow i don't think we have seen the very last of him.
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07-25-2006, 11:02 PM | #13 |
Fortress Forever Staff
Join Date: Dec 2004
Location: Cape Town, SA
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It sounds pretty fun and like a cool escape map.
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07-26-2006, 12:26 AM | #14 |
Join Date: Jan 2005
Location: Davis, CA
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Perhaps the base could be expanded since it's half the size now? More underground passages and whatnot... maybe even expand back behind the basement spawn and have a whole new area back there!
Or maybe some way to connect the flag room to the water spiral staircase... tons of ideas! |
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07-26-2006, 04:47 AM | #15 | |
Join Date: Jul 2006
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Quote:
There could definately be a space behind the basement respawn since they tunneled in. Thats what I like about the concept, it has a lot of possibilities for a map that we all are (sometimes painfully) familiar with. For a "fun" map, having a setting like 2fort but with "flipped" gameplay gives it a wierd nastalgic feeling. Good to know that others think the concept has promise as well. It almost makes me want to give mapping a shot, but I would only have so much time to put in. The last thing I would want to do is bring a half-assed map to the table. Some of you guys are really tough critics (you know who you are). hehe Nex |
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07-26-2006, 04:57 AM | #16 | |
Join Date: Jul 2006
Location: Austin, Texas
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Quote:
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07-26-2006, 06:17 AM | #17 | |
Join Date: Jul 2006
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Quote:
Nex |
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07-26-2006, 12:20 PM | #18 |
Join Date: Jun 2005
Location: Yorkshire
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Hmm. You could have two teams spawning on two dfferent sides in just a small protected spawn area. You then have to enter the fort (from balcony/main entrance/water ways) and fight your way down to a flag room area against the other team that attack from a balc/entrance at the other side of the fort. Instead of picking up the flag, it could be a control point that you had to hold, which gives points depending on how long it's held without being capped by the enemy team. After 1 minute of being held the holding team gets a fair few points and the round resets.
If anyone follows the basic idea. Would take a fair bit of balancing though, I guess. |
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