In
Source Forts players play capture the flag
with a catch.... a big one. Instead of manning forts built into the map
the player must build their forts during
build mode. Using the ever popular gravity gun
players pick up large lego-like metal blocks and construct walls, bunkers,
towers, and whatever else they can think of.
After
one game of SF I was hooked. The gameplay is unique
and creative. Players have to be architects
and acrobats as well as being good with a gun. Every game is different
because the players make the level.
So
after the first day of fort building and flag stealing I set to work making
some maps of my own. SF mapping poses unique challenges in that you do
not want to create too much. An SF map should be a blank
canvas in which the players are free to create the level.
So
far I've made two maps for Source Forts; sf_fieldtrip and sf_magma. I'm
trying to set some standards with these maps because SF is so young it
is very pliable.
FieldTrip
- sf_fieldtrip.bsp
With
FieldTrip I was trying to make a basic "field"
map based off the original sf_testmap.bsp
made by the creator of Source Forts, Knifa
( Daniel Callander ). The major improvements I made were 1.
building a dividing wall that could not be climbed 2.
creating a "no-build" zone around the flag to discourage micro-mazes
3. adding music to kick off the fight round.
Fieldtrip is nice looking and simple, they way SF maps should be.
Magma
- sf_magma_b4.bsp
note
:
Magma is still in beta stage. Should be finished soon.
Magma
is a smaller map than FieldTrip. It is designed
to make the players compete in building the tallest forts possible. The
dividing wall cuts the map to make it wider than it is deep. Players can
build just about as high up as they want always risking a fall down into
the fiery lava below. Magma also feature
a walk-thru supply room that separates
the spawn exit from the flag position. This makes it less likely for an
attacking player to face the same enemy multiple times before he grabs
the flag. Lastly the placement of the flags forces a capturing player
to cross through the center of the map every time he wants to score.
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