Request: Fort Wars

Request: Fort Wars

Re: Request: Fort Wars Posted by bshenkd on Tue Dec 29th 2009 at 4:35pm
bshenkd
5 posts
Posted 2009-12-29 4:35pm
bshenkd
member
5 posts 1 snarkmarks Registered: Dec 29th 2009
Hey guys! I'm working on a new sourcemod plugin for TF2, and I was wondering if you guys would be up for the challenge of making a map that fits the new plugin perfectly. The plugin is called "Fort Wars"(Still on the edge about the name, might change later), and the plugin is going to look a little something like this:

Two teams have a 3-4 minute period in which they can construct their base to protect their capture point. During this time, the "Fog of War" will be upon the battlefield to help disguise the teams from seeing each other's creations. The object of this game is to break through the other team's fort and capture their base.

Fort creation: With a client-friendly menu using Sourcemod, the builders of the team will place down fences and other props in order to create a funtional fort that keeps enemies out and allows teammates to come in. Engineers will have all of the same abilities as a normal engineer (bulding sentries, teleports, etc) but have the ability to place props to make their fort. There will be a max of 3 sentries per team and teleporters will be two-wayed and enemies cannot use them.

As you may already know, the props made in this 3-4 minute period is going to drop FPS down to hell, so I would like the map to look like a classic TF2 map, but still getting amazing FPS so that the forts don't drag the FPS to hell. Is anyone interested?
Re: Request: Fort Wars Posted by omegaslayer on Tue Dec 29th 2009 at 7:51pm
omegaslayer
2481 posts
Posted 2009-12-29 7:51pm
2481 posts 595 snarkmarks Registered: Jan 16th 2004 Occupation: Sr. DevOPS Engineer Location: Seattle, WA
Not to sound like a jackass here, but this is already done:

http://www.sourcefortsmod.com/

Your description is almost verbatim what source forts mod has done.

Actually guys this mod is actually pretty fun.
Re: Request: Fort Wars Posted by bshenkd on Tue Dec 29th 2009 at 9:18pm
bshenkd
5 posts
Posted 2009-12-29 9:18pm
bshenkd
member
5 posts 1 snarkmarks Registered: Dec 29th 2009
I know. It's where we got the idea from.

Considering SourceForts is dead, me and a buddy of mine have tried to revive a sourcemod plugin that's closely related to it and bring it into a game that.. isn't dead. It was fun as hell when I played it, but when I did play it, there were only like 2 servers online. I'm also curious to see how the gameplay / tf2 classes will turn out in this mod.
Re: Request: Fort Wars Posted by bshenkd on Wed Dec 30th 2009 at 3:07am
bshenkd
5 posts
Posted 2009-12-30 3:07am
bshenkd
member
5 posts 1 snarkmarks Registered: Dec 29th 2009
revive sourceforts with a sourcemod plugin*
Re: Request: Fort Wars Posted by Riven on Wed Dec 30th 2009 at 5:01am
Riven
1640 posts
Posted 2009-12-30 5:01am
Riven
Wuch ya look'n at?
super admin
1640 posts 1266 snarkmarks Registered: May 2nd 2005 Occupation: Architect Location: Austin, Texas, USA
It's an interesting idea. Probably helped sparked by the engineer class. Not original on it's own merit, but a mix between the two, it only seems natural. I mean, look at the name of one of the most popular original maps of TF: 'ctf_2fort' What does that indicate there? The idea of two warring factions hunkered down in their castles is the setting Valve picked up on when they made the squeal. I think what you stumbled upon here might enable that next feature of the game. That is, if the setting is what I've stated above, why not let them build their own castles? I don't know how well something like this could be pulled off for a mod team, but it certainly fits within the fiction of the world.

Now, if you want it to be a direct rip off of SourceForts or NeoForts with the floating blocks and panels, then be my guest, but what I think you guys probably have stumbled on to is something that could be much richer and be made its own as part of the fiction of TF2. Taking that idea of building your fort doesn't necessarily have to act the way the SourceForts version does (as the players here don't have grav guns anyway), But you can use the setting already given to you by Valve to make it 'fit' into the environment

A direct port plug-in for the game is not what I'm advocating, but more like a re-imagining/ melding of the idea with the core feature set of the TF2 game to begin with. I think you've found your gold mine, you just have to keep digging to find the nuggets of ideas that could possibly arrive from this. -If you catch my drift ;)

Good luck either way.
Blog: www.playingarchitecture.net
LinkedIn: Eric Lancon
Twitter:@Riven202
Re: Request: Fort Wars Posted by bshenkd on Wed Dec 30th 2009 at 8:09am
bshenkd
5 posts
Posted 2009-12-30 8:09am
bshenkd
member
5 posts 1 snarkmarks Registered: Dec 29th 2009
Thanks for the amazing reply Riven. :) The general idea and base for this plugin will come from sourceforts, but at the same time, be nothing alike. We've gone through many ideas (yes, they work!) that range to anything from porting Gmod physics props and making them act like dynamic props with health, movable sentries, unlimited sentries to even the smaller stuff like making a scout carry a minigun. Now, not all of this stuff will be used, hell none of it might, but we've come across many good ideas and are willing to put them to good use. I guess in this case, procrastinating and experimenting with source and sourcemod actually paid off. :)
Re: Request: Fort Wars Posted by bshenkd on Tue Jan 19th 2010 at 8:46pm
bshenkd
5 posts
Posted 2010-01-19 8:46pm
bshenkd
member
5 posts 1 snarkmarks Registered: Dec 29th 2009
Is anyone willing to make this map? Fortwars coding is underway and we should have it done within a few weeks. We want the open beta to start with a freshly made map made especially for this.