ctf_1fort_b1

Credits

Submitter
  • P1: Beggar
    Points: 59
  • C1: Member
  • A4: Graduate
    Account Age: 3 years
shpladoink (Creator/Co-creator)
Key Authors
shpladoink
Creator

Rating

8.59/10
Based off 2 rating(s)

Additional Info

Development State
Beta
Version
b1
Maximum Players
32

Stats

Post Count
6
ViewCount
1,695
Downloads
315
Date Added
3 years ago
Date Modified
2 years ago

Red and Blu battle for the building that is housing both teams. Capture the enemy's land deed before they get yours!

THIS MAP HAS BEEN UPDATED! Go get the new version here: http://www.fpsbanana.com/maps/134086

NOTE: These screenshots may be outdated, since this site has been wonky lately. Download the map to see the changes for yourself, or check out this quick flythrough: http://www.youtube.com/watch?v=9nsBiY473UI&fmt=22

Due to a clerical error at General Realty Network (GRN), a plot of land was contracted to both RED and BLU concurrently. Not wanting to take the issue to court (Yosemite Legal Workers (YLW) tend to have really boring courts), they instead took it to the battlefield.

1fort takes the idea of two enemy bases built absurdly close to one another a step further by actually housing them in the same building. The two teams' intelligence offices are separated by a single pane of indestructible bulletproof glass, so your goal is within eyesight from the get-go.

The exterior design promotes a circular gameplay model as opposed to the back-and-forth which is typical of many CTF maps. Additionally, three main routes between bases allow each team greater opportunities to attack and defend their designated zones while discouraging turtling as a main defensive strategy.

The battle plays out at dusk in the middle of a dense forest, and works best with mid to large-sized teams.

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Comments

    • P1: Beggar
      Points: 552
    • E1: Helper
      EF: 7
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Pros: Looks like it will be a great map when it is finished.

    Cons: Can't give it a great score due to little texturing, and also, the flag rooms are HUGE bottlenecks.

    Improvements: Finish texturing. Add a vent or something in each of the flag rooms. Have the vent exit be about where the computers are in flagroom, and then have a vertical drop in the vent so that the defending team cannot get through as normal classes ( or use a team specific door )

    Notes: I love the bridge downstairs and the work outside!

    Mess with the Bull, you get th
    • P2: Drudge
      Points: 1,475
    • E1: Helper
      EF: 2
    • C1: Member
    • A5: Veteran
      Account Age: 5 years

    Yeah, add the textures man, let me know when you got the textures finished, gonna put this on my server right now though!

    • P3: Peasant
      Points: 13,209
    • E1: Helper
      EF: 5
    • C1: Member
    • A4: Graduate
      Account Age: 4 years

    1fort lol nice name.

    HQ is HQ
    • P1: Beggar
      Points: 60
    • C1: Member
    • A4: Graduate
      Account Age: 3 years

    Pros: I really like how there is very little opportunity to sit around and do nothing on this map. If you're a sniper, you wont be just staring at other snipers for the whole round. If you're an engineer, you can't just chill by your sentry that has been built at an IMPENETRABLE POSITION and take a nap for the round. If you're an engineer in the intel room, you can wave to the other engineers! Cons: Honestly the only thing that I suggest is move the intelligence signs over about 5 inches on the places that I specified. Improvements: Just add the textures, I really don't see any gameplay problems at all. Notes: This map is on the map rotation/nominate list for this server: 216.155.146.78:27015.

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