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		<title><![CDATA[SourceForts - Ideas & Suggestions]]></title>
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		<description>Post your ideas here</description>
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			<title><![CDATA[SourceForts - Ideas & Suggestions]]></title>
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		<item>
			<title>Genral sugestions</title>
			<link>http://www.sourceforts2.com/boards/f14/genral-sugestions-14034.html</link>
			<pubDate>Sat, 14 May 2011 11:55:39 GMT</pubDate>
			<description>Just thought there should be someplace to put ideas.</description>
			<content:encoded><![CDATA[<div>Just thought there should be someplace to put ideas.</div>

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			<category domain="http://www.sourceforts2.com/boards/f14/"><![CDATA[Ideas & Suggestions]]></category>
			<dc:creator>Foehammer</dc:creator>
			<guid isPermaLink="true">http://www.sourceforts2.com/boards/f14/genral-sugestions-14034.html</guid>
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			<title>SourceForts download mirror.</title>
			<link>http://www.sourceforts2.com/boards/f14/sourceforts-download-mirror-14009.html</link>
			<pubDate>Mon, 18 Apr 2011 16:56:54 GMT</pubDate>
			<description><![CDATA[Hi, I used to love playing SourceForts. It was one of my uppermost favorite mods of all time. 
Recently, a lot of people seem to have ditched it, I'm...]]></description>
			<content:encoded><![CDATA[<div>Hi, I used to love playing SourceForts. It was one of my uppermost favorite mods of all time.<br />
Recently, a lot of people seem to have ditched it, I'm guessing it was due to a lot of downtime caused by Valve and their updates to the engine (if I've done my research correctly).<br />
<br />
I really want to get the mod populated again. For this reason, I would like to offer my services to SourceForts and provide a download mirror. The server I use is my friends VPS based in Canada.<br />
<br />
You can check out my website at <a href="http://www.dkconor.com" target="_blank">www.dkconor.com</a>. This is hosted on that VPS.<br />
<br />
Please do note that some maintenance is being performed on it at the moment. This will result in some downtime today and tomorrow though. 18 to 19 April 2011.</div>

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			<category domain="http://www.sourceforts2.com/boards/f14/"><![CDATA[Ideas & Suggestions]]></category>
			<dc:creator>dkconor</dc:creator>
			<guid isPermaLink="true">http://www.sourceforts2.com/boards/f14/sourceforts-download-mirror-14009.html</guid>
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			<title>New Game Mode Idea</title>
			<link>http://www.sourceforts2.com/boards/f14/new-game-mode-idea-13960.html</link>
			<pubDate>Thu, 07 Apr 2011 13:43:09 GMT</pubDate>
			<description>I am not quite sure what to call it yet, but it involves capturing locations, like in Day of Defeat, as well as capturing the flag.. Here is my idea:...</description>
			<content:encoded><![CDATA[<div>I am not quite sure what to call it yet, but it involves capturing locations, like in Day of Defeat, as well as capturing the flag.. Here is my idea:<br />
 <br />
It starts with one Build Phase, and then one long combat phase that lasts until the end of the match. People will have to use blocks and panels that are already on the map, and in order to capture a location or flag, it has to be adjacent to another location that has already been captured, and the first location to be captured for either team always has to be adjacent to their HQ. The Combat Phase will have people using objects to defend bases and locations, but none of the objects are indestructable, and it will be the engineers doing the work. At captured locations, objects and vehicles will spawn nearby. Think Onslaught from Unreal Tournament 2004, but with Flags and Strategic Points instead of Powernodes and Powercores.</div>

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			<category domain="http://www.sourceforts2.com/boards/f14/"><![CDATA[Ideas & Suggestions]]></category>
			<dc:creator>AmaroqDricaldari</dc:creator>
			<guid isPermaLink="true">http://www.sourceforts2.com/boards/f14/new-game-mode-idea-13960.html</guid>
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			<title>Weapon Redesign</title>
			<link>http://www.sourceforts2.com/boards/f14/weapon-redesign-13959.html</link>
			<pubDate>Thu, 07 Apr 2011 13:28:25 GMT</pubDate>
			<description>As it turns out, all of the weapons need a complete redesgin from the ground up, which is perhaps one of the only ways to rebalance the game. Post...</description>
			<content:encoded><![CDATA[<div>As it turns out, all of the weapons need a complete redesgin from the ground up, which is perhaps one of the only ways to rebalance the game. Post your ideas here.<br />
 <br />
<i>Crowbar</i> and/or <i>Stunstick</i>: Same as always<br />
 <br />
<i>Gravity Gun</i>: Same as Source Forts, with a few improvements here and there<br />
 <br />
<i>Standard 9mm Semi-Automatic Handgun</i>: You guys take it from here<br />
 <br />
<i>.357 Caliber 6-Shot Revolver</i>: If it gets put in, it could use some changes, or even be replaced with a better weapon entirely, but still balanced.<br />
 <br />
<i>Sub-Machine Gun</i>: I guess it could use some work. It might have to be replaced with something else.<br />
 <br />
<i>Pulse Rifle</i>: Maybe make it so that your own Orbs can kill you and your Teammates? It wouldn't be so safe to use anymore.<br />
 <br />
<i>Shotgun</i>: The SPAS-12 is an Automatic Assualt Shotgun, the Pump-Action Loading Mechanism is only for loading Solid Slugs and Riot Control Rounds. The real-life SPAS-12 holds 8 rounds, and only has one barrel (the one on the bottom is only for storing ammunition). If you fired two shots quickly enough, you might get a &quot;Double-Blast&quot;<br />
 <br />
<i>Crossbow</i>: In Half-Life 2, it does 100 points of damage and does not do Headshot damage, so maybe you could reduce the amount of damage it does and make it do headshot damage. It wouldn't be an instant-kill weapon anymore.<br />
 <br />
<i>Explosives</i>: This includes Grenades, RPGs, SLAMs, and any other form of explosives. Here, we will need them nerfed, but with extra features to keep things fresh and fast-paced. And perhaps we could add extra grenade varieties. Frag would do more damage, High Explosive would have a larger Blast Radius, and then there would be Smoke and Flashbangs.<br />
 <br />
<i>Special Weapons</i>: Up to you guys.</div>

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			<category domain="http://www.sourceforts2.com/boards/f14/"><![CDATA[Ideas & Suggestions]]></category>
			<dc:creator>AmaroqDricaldari</dc:creator>
			<guid isPermaLink="true">http://www.sourceforts2.com/boards/f14/weapon-redesign-13959.html</guid>
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			<title>Concept Thread</title>
			<link>http://www.sourceforts2.com/boards/f14/concept-thread-13836.html</link>
			<pubDate>Sat, 19 Feb 2011 17:17:30 GMT</pubDate>
			<description>Hi my name is K3Y. I am a concept artist and worked on the old SourceForts.  
 
Most of the stuff I was doing at the time was never seen by the...</description>
			<content:encoded><![CDATA[<div>Hi my name is K3Y. I am a concept artist and worked on the old SourceForts. <br />
<br />
Most of the stuff I was doing at the time was never seen by the community as the previous way the mod worked was quite secretive. I think this was a mistake and the community needed input as well as eye candy to keep people interested. So a more open approach in the future would be favorable.<br />
<br />
I will be (unofficially for the moment) creating design concepts for how SourceForts might look in the future. This is a completely flexible project and is for the use and or indeed misuse of the community.<br />
<br />
I'm doing this as a side project whilst studying illustration in university. I will be aiming to create around 2-3 concept roughs a week depending on the feedback and interest from the community.<br />
<br />
These rough images are based around my initial thoughts from the <a href="http://www.sourcefortsmod.com/boards/showthread.php?t=11664" target="_blank">Haven design document</a> which I assume is the current direction SF is going in. They are totally flexible and entirely for the community to comment, change depending on what the general consensus is. I will update the concepts depending on this feedback and eventually creating final visuals when each concept feels done. Even then it would be open to tweeking.<br />
<br />
The design I'm working on at the moment is currently the Disruptor Rifle. Carried by the Scout class the gun would have to be light and compact. Energy based, EMPlike maybe, with a battery style magazine.<br />
Description from the design document:<br />
Disruption rifle: disrupts the targets vision and slows mobility (both movement and aim) for 3 seconds, but does no damage. This weapon has a 3-shot magazine, and takes a while to reload.  <br />
<br />
Just to get the ball rolling this is my initial rough:<br />
<img src="http://i9.photobucket.com/albums/a91/Key125/Scan00101.jpg" border="0" alt="" /><br />
This is assuming that characters in the game have hands and are not robots with gun ports or something but if that is the case then the concept will change.<br />
<br />
I have added a poll to ascertain what the current style of SourceForts would be in terms of characters. Whether they are all robots, human controlled mech suits, humans with armour, cyborgs and so forth. Let me know your thoughts by answering this poll it will effect the concepts I'm working on now.<br />
<br />
What's next? Builder: The engineer class would be the main focus of SourceForts. As SourceForts is all about the building so therefore should be the flag ship of the future design style. Let me know your thoughts on how this character should look.<br />
<br />
Feel free to make requests about the next design you want me to work on and your thoughts about it.</div>

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			<category domain="http://www.sourceforts2.com/boards/f14/"><![CDATA[Ideas & Suggestions]]></category>
			<dc:creator>KayThreeWhy</dc:creator>
			<guid isPermaLink="true">http://www.sourceforts2.com/boards/f14/concept-thread-13836.html</guid>
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			<title>Mix your Mod with ARGG ?? It will be NICE!!</title>
			<link>http://www.sourceforts2.com/boards/f14/mix-your-mod-argg-will-nice-13695.html</link>
			<pubDate>Fri, 08 Oct 2010 17:35:08 GMT</pubDate>
			<description><![CDATA[Hi ! 
 
(excuse my english cause I'm french) 
 
Do you know this "mod" ? ; ARGG  
 
http://skew.telefragged.com/mods/hl2/ARGG/ 
 
This "mod" is *not*...]]></description>
			<content:encoded><![CDATA[<div>Hi !<br />
<br />
(excuse my english cause I'm french)<br />
<br />
Do you know this &quot;mod&quot; ? ; ARGG <br />
<br />
<a href="http://skew.telefragged.com/mods/hl2/ARGG/" target="_blank">http://skew.telefragged.com/mods/hl2/ARGG/</a><br />
<br />
This &quot;mod&quot; is <b>not</b> a totally <b>mod</b>. It just <b>allows you to rotate the object you are holding with the gravity gun while pressing the &quot;use&quot; button and moving your mouse</b>. 8)<br />
<br />
As he said ; <font size="2"><i>&quot;First, in the original Half-Life 2, I had trouble aligning objects in order to get them through doorways.  I had to pick them up and try to launch them through, hoping they would somehow make it out to the other side.<br />
<br />
Second, I had trouble using items as proper shields against snipers and combine soldiers.  I wasted a lot of time doing the whole &quot;pick up and drop&quot; routine on objects to get them to face the gunfire properly. <br />
<br />
Both of these problems are solved with ARGG.<br />
<br />
I believe that the extra degrees of freedom gained through the use of this mod will make the Gravity Gun a more potent weapon.  The mod is a very slight change to the game, while it could potentially bring upon a dramatic change in the gameplay dynamics, depending on how it is used.&quot;</i></font><br />
<br />
IT WILL BE NICE for Source Forts ! no ???<br />
<br />
I think yes !</div>

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			<category domain="http://www.sourceforts2.com/boards/f14/"><![CDATA[Ideas & Suggestions]]></category>
			<dc:creator>rbulle</dc:creator>
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			<title>sf 2.0</title>
			<link>http://www.sourceforts2.com/boards/f14/sf-2-0-a-13545.html</link>
			<pubDate>Tue, 06 Jul 2010 09:06:34 GMT</pubDate>
			<description>blocks 
gravity gun 
portal gun 
grenades with propulsion gel 
grenades with repulsion gel 
epic ctf maps 
 
let the fun begin</description>
			<content:encoded><![CDATA[<div>blocks<br />
gravity gun<br />
portal gun<br />
grenades with propulsion gel<br />
grenades with repulsion gel<br />
epic ctf maps<br />
<br />
let the fun begin</div>

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			<category domain="http://www.sourceforts2.com/boards/f14/"><![CDATA[Ideas & Suggestions]]></category>
			<dc:creator>vartaxe</dc:creator>
			<guid isPermaLink="true">http://www.sourceforts2.com/boards/f14/sf-2-0-a-13545.html</guid>
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			<title>List of bugs in 1941?</title>
			<link>http://www.sourceforts2.com/boards/f14/list-bugs-1941-a-13533.html</link>
			<pubDate>Thu, 24 Jun 2010 14:31:18 GMT</pubDate>
			<description>I am curious to a list of all of the bugs in 1.941. The first step in fixing a bug is finding them..</description>
			<content:encoded><![CDATA[<div>I am curious to a list of all of the bugs in 1.941. The first step in fixing a bug is finding them..</div>

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			<category domain="http://www.sourceforts2.com/boards/f14/"><![CDATA[Ideas & Suggestions]]></category>
			<dc:creator>nick</dc:creator>
			<guid isPermaLink="true">http://www.sourceforts2.com/boards/f14/list-bugs-1941-a-13533.html</guid>
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			<title>Reviving the mod!</title>
			<link>http://www.sourceforts2.com/boards/f14/reviving-mod-13518.html</link>
			<pubDate>Tue, 15 Jun 2010 23:53:50 GMT</pubDate>
			<description><![CDATA[Hi all... 
Long time I don't come here, long time I haven't played games tbh... I hope you still remember this old faggot and /SyN/ :) 
 
I met...]]></description>
			<content:encoded><![CDATA[<div>Hi all...<br />
Long time I don't come here, long time I haven't played games tbh... I hope you still remember this old faggot and /SyN/ :)<br />
<br />
I met Nightor* the other day online playing sf, joined the game and I realized I just missed the mod so badly... It was an awesome pug that day, we lost, overloaded, but was still good (lol I lost all my engy and soldier skill, and went to the basics - snipe flag d and try to rocketjump in :P).<br />
<br />
So here I am, trying to do what seems to be the impossible. I wanna revive this mod. You may say it isn't dead, but seriously, no dev updates for a long time from what I've seen, apparently no developing being made either... This leads me to some questions that I hope the community might answer...<br />
<br />
1) Is the dev still interested?<br />
2) How many active puggers (ppl that really can play it well) are there?<br />
3) Being a player, what can you do to the mod? Can you map / model or code?</div>

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			<category domain="http://www.sourceforts2.com/boards/f14/"><![CDATA[Ideas & Suggestions]]></category>
			<dc:creator>Non-Orthodox</dc:creator>
			<guid isPermaLink="true">http://www.sourceforts2.com/boards/f14/reviving-mod-13518.html</guid>
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			<title>Captcha or something?:)</title>
			<link>http://www.sourceforts2.com/boards/f14/captcha-something-13485.html</link>
			<pubDate>Tue, 25 May 2010 20:28:21 GMT</pubDate>
			<description>Is there a captcha when registering? 
 
Or can we do something like you need 25 posts where you need to use a captcha each time before captcha will...</description>
			<content:encoded><![CDATA[<div>Is there a captcha when registering?<br />
<br />
Or can we do something like you need 25 posts where you need to use a captcha each time before captcha will go away?:P<br />
<br />
Forums are pretty much alive.. But I dont like reading about soy and rye bread :(.</div>

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			<category domain="http://www.sourceforts2.com/boards/f14/"><![CDATA[Ideas & Suggestions]]></category>
			<dc:creator>Ravil</dc:creator>
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