Found this gem the other day. https://nl.andi.com.br/qwtf/client/fort ... /pillx.bsp I have high hopes for it.
Features
(1) Feels familiar to me. Feels like 2forts + 2night2 + ditch2.
(2) Multiple entrances / exits to resup / respawn room. Allowing for shortcuts and sneaky resups for owners while engaging with enemies.
(3) Has the classic lift & spiral to get to the flag room. Although the spiral is more of a S shape.
(4) Water entrance has a lift, and makes noise, letting nearby players know where you are.
(5) Lots of hiding places for defenders and teleporters.
(6) RR is a crucial area to control.
(7) Water entrances do not connect.
(8) If flag is dropped half way, lots of areas that could be defended from.
Pillbox Forts (Extreme Edition) by DeeVA [IR] and Tyroch[IR]
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Re: Pillbox Forts (Extreme Edition) by DeeVA [IR] and Tyroch
Thanks Jonan, a great find. We tried this a few weeks ago.
The Good:
1. Some nice chokepoints (including a spiral to the FR area), ie defendable
2. As you say, lots of good areas to D
The Not so Good:
1. Seems like a LONG walk to the blue base [code in some special permanent teleporters?]
2. The cap point works, but the cappoint sprite isn't appearing (can be fixed).
3. Confusing layout. Not mazelike, but a few 'how do i get out of here' areas. Yes yes players would (eventually) get used to them, but in the meantime .. theres a lot of potential time wasting, and ppl potentially getting frustrated..
Maybe put it to a vote, ask players if they feel like somethign classic/'tried and tested' vs new, and give players the option to vote it off after 20 mins (or so) if it isn't cutting it.
Maybe we need a specific Testing Session for these new/untested maps.. to keep the Weekly AGR Sessions 100% non-stop Action.
The Good:
1. Some nice chokepoints (including a spiral to the FR area), ie defendable
2. As you say, lots of good areas to D
The Not so Good:
1. Seems like a LONG walk to the blue base [code in some special permanent teleporters?]
2. The cap point works, but the cappoint sprite isn't appearing (can be fixed).
3. Confusing layout. Not mazelike, but a few 'how do i get out of here' areas. Yes yes players would (eventually) get used to them, but in the meantime .. theres a lot of potential time wasting, and ppl potentially getting frustrated..
Maybe put it to a vote, ask players if they feel like somethign classic/'tried and tested' vs new, and give players the option to vote it off after 20 mins (or so) if it isn't cutting it.
Maybe we need a specific Testing Session for these new/untested maps.. to keep the Weekly AGR Sessions 100% non-stop Action.