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HavenForts: Construct JetFists - The Chronicles of Wargasm (Episode 2, NeoForts)
  #1  
Old 02-22-2009
Crawler
 
Join Date: Feb 2009
Posts: 12
Default sf_concrete

This is my First Map for Source Forts.
I wanted this map to be well lit, simplistic, no bugs/glitches, and to be fun.

I hope I have succeeded and thank you SourceForts Team for a wonderful game.

Here are some screenshots.

http://i40.tinypic.com/24c6vec.png

http://i44.tinypic.com/o7w1lu.png

http://i39.tinypic.com/23k3z9t.png

http://i44.tinypic.com/24mc6lt.png

http://i42.tinypic.com/5z4qwn.png

http://i42.tinypic.com/ff05j9.png

http://i41.tinypic.com/2z82tn6.png

Download:
http://feareddesign.com/download/Maps/sf_concrete.rar

Mirrors Welcome

P.S
The blue spawn/build area looks like red's except for the colors.
Also this map has been tested thoroughly by me.

Here is a link to my new version of sf_concrete
http://www.sourcefortsmod.com/boards...ad.php?t=11955

Last edited by FeareD; 02-23-2009 at 02:19 AM.
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  #2  
Old 02-22-2009
computeraddict_ressurect's Avatar
Entity Guru
Flag Capper
 
Join Date: Jul 2007
Posts: 2,437
Default

The gap in the center confuses me. Is it jumpable?
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  #3  
Old 02-22-2009
Crawler
 
Join Date: Feb 2009
Posts: 12
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Yes it is easily jumpable.
I tested this very thoroughly.

P.S
It wont confuse you in game.
Also here is a screen shot of a very very simple cheapy base I made when in game, it used 20 blocks so it is very simple.

http://i40.tinypic.com/3518v7m.png

Last edited by FeareD; 02-22-2009 at 11:14 PM.
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  #4  
Old 02-22-2009
Veteran Fort God
 
Join Date: Sep 2006
Posts: 5,851
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I personally think you've succeeded, but I think that's because it's such a simplistic map. No offense meant, but I think you can understand what I'm saying.

It's great there's more mappers, but to be completely honest the map is way too bland and baron even for a SF map. (Which is saying something, since SF maps tend to be rather empty to allow for a lot of building and breathing space.) In both terms of Gameplay & Aesthetics, it needs more content so to speak. Places to help prop up blocks, make walls against, miniature walls and ramps to trick jump off of. Fact is flat ground is really dull for this game, and the side ramps are in a position which completely over power the map. Since they're so far forward, is makes building walls and defences further back rather redundant and easily rendered useless.

Next up the flag placement is really too close to the spawn. Although it's a good idea to avoid having the flag a million ingame units away, having it literally a few steps from the spawn isn't a good idea either. Since the round tends to stalemate even more so because people can easily respawn heal and repair the block within seconds of their next respawn. Again I hope you don't get offended, and I don't mean to discourage you. Altering the map even slightly would help a lot. For example moving the flag onto a raised platform which is above the area you exit the spawn door.
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  #5  
Old 02-23-2009
Crawler
 
Join Date: Feb 2009
Posts: 12
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Thanks man.
Yea I am probably going to work on a version two at the moment.
I have a little idea on a better flag placement which will help the blandness of the map.

Besides I don't get offended by constructive criticism.
Thanks for the comment and I will be sure to fix a few things in version two.
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  #6  
Old 02-23-2009
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Join Date: Jun 2007
Location: MEXICO!!!!!
Posts: 812
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i like it.
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  #7  
Old 02-23-2009
Crawler
 
Join Date: Feb 2009
Posts: 12
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Thanks, So far v2 is looking even better.
Deciding either to keep the gutter/gap or to remove it.
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