Totem Arts Staff kira Posted April 3, 2020 Totem Arts Staff Share Posted April 3, 2020 (edited) Hey everyone! @Luhrian @Tytonium and I, are working together in favor of fixing the Fort map, we have an early version that we would love to have you playing it (solo or on server), and give us your opinions. any comments, recording of the map played, screenshots will be wellcomed. please share the info down here for better organization. Fort1.zip Edited April 3, 2020 by kira 1 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted April 3, 2020 Totem Arts Staff Share Posted April 3, 2020 oh I will check it out when I have time later!! Thank you 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted April 3, 2020 Totem Arts Staff Share Posted April 3, 2020 (edited) @kiraWhen i copied the files over, the map doesn't show in-game and when I try to join a match, I get an error saying Environment mismatch or something. Ok verified game integrity to fix the Environment problem, but the map still doesn't show in game to select. Edited April 3, 2020 by roweboat Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted April 3, 2020 Totem Arts Staff Share Posted April 3, 2020 okay Sarah helped me figure it out. Your Zip is missing on config file to show it in game. I barely know what i'm doing, but I'm testing the map now lol Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted April 3, 2020 Totem Arts Staff Share Posted April 3, 2020 So it's Fort. I'm wonder what sort of changes you guys have in mind/ for planning? All i noticed was the addition of these walls along the base entrances, which I think is a good idea. (and of course the Medical center and TS vehicles don't work) Fort was always one of my favorite maps, one change I feel the map needs though: The buildings take too long to get to each other. I always thought the idea of teleporters between the buildings could be a need idea (exactly like used in Deadlywolf's Temple in Hourglass), or at the minimum unarmed transports that spawn in base (but explode if they leave the base). Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kira Posted April 3, 2020 Author Totem Arts Staff Share Posted April 3, 2020 Future planning: - silo paths: create a infatry paths from silo to HON and WF. those paths will lead to the back side of those buildings. - debris, destructible fence: putting a debris that can be destroyed only by enemy team, and it will clear out the way to the structures. the reason only enemy team will damage it because you and your team suppose to protect it against sneak rushes, it would keep you on your feet but not make you run like chicken from end to end on the map. -arch shape tunnel near the ref: as you see in the picture, tanks can have direct shot into the ref (both teams) , so we plan to add some rock and shift it so they couldnt direct hit the ref door. unfortunly lots of players doesnt get the concept of keeping doors closed and in that point we trying to balance it but keep enough gap so tanks can move in. another point is to protect from snipers that try to shoot the repair inside. Decortaion: we planning to put some rivers, waterfull, some thing with water. Capturable Turrets: now this feature a bit challanging. you capture the fort, you get protecting turret that watch your base. about the long distance between buildings, now its testing time maybe we can think of something to light it up. i do not know yet about that. teleporters doesnt sit with the map character, ill talk with the bois about this. we love that map too 1 Quote Link to comment Share on other sites More sharing options...
Former Developers Havoc89 Posted April 4, 2020 Former Developers Share Posted April 4, 2020 So... planning on updating the visuals? 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted April 4, 2020 Totem Arts Staff Share Posted April 4, 2020 This map has alot of chances for improvement =D Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kira Posted April 4, 2020 Author Totem Arts Staff Share Posted April 4, 2020 1 hour ago, Havoc89 said: So... planning on updating the visuals? we trying to keep the general guidelines that the original mapper intended, you had something particular in mind? Quote Link to comment Share on other sites More sharing options...
Madkill40 Posted April 5, 2020 Share Posted April 5, 2020 Being able to teleport between the buildings... Maybe just make an infantry tunnel to the buildings instead? Nothing works better than a trench Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kira Posted April 5, 2020 Author Totem Arts Staff Share Posted April 5, 2020 This is exactly what we are planning Madkill, Tunnels inside the bast itself unrelated to the exist tunnels system, Along with magical code that boost you to run faster while inside so you can reach buildings in time. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted April 5, 2020 Totem Arts Staff Share Posted April 5, 2020 That still wouldn't solve the problem of the buildings simply being too far apart from each other. Quote Link to comment Share on other sites More sharing options...
DenWellingston Posted April 9, 2020 Share Posted April 9, 2020 I did not check the card, but in my memory this card had three main problems: 1- Narrow road for equipment, especially at the entrances for bases. 2- Narrow distance between the bases. 3- Poor fort construction in the center of the map. Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted April 9, 2020 Totem Arts Staff Share Posted April 9, 2020 18 minutes ago, DenWellingston said: I did not check the card, but in my memory this card had three main problems: 1- Narrow road for equipment, especially at the entrances for bases. 2- Narrow distance between the bases. 3- Poor fort construction in the center of the map. That's basically every feature of the current design Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kira Posted April 9, 2020 Author Totem Arts Staff Share Posted April 9, 2020 Soon we would have an update for the level design along with code base. 2 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted July 17, 2020 Totem Arts Staff Share Posted July 17, 2020 (edited) Hey everyone, just wanted to let you know that this project is still alive (or again). There will be one additional infantry path and tank path to create a better gamplay experience. Furthermore I'm reworking the whole background, which is a lot of work, but I have made some good progress now. So stay patient, Fort should come back within this year . Edit: Oh and did I mentioned the teleporters yet? Edited July 17, 2020 by Luhrian 2 1 Quote Link to comment Share on other sites More sharing options...
Mystic~ Posted July 21, 2020 Share Posted July 21, 2020 Looking forward to seeing this map come back into a possible rotation, I'm so bored of playing the same maps in PUGs over and over, it was good to see Forest's debut also. 1 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kira Posted July 24, 2020 Author Totem Arts Staff Share Posted July 24, 2020 Hey Everyone! If you want to peek at the most recent update of FortX, You welcome to join my stream on Renx Discord on Renegades voice channel. 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kira Posted July 25, 2020 Author Totem Arts Staff Share Posted July 25, 2020 (edited) Hi Everyone! -- UpdAtE HaS ArRivEd -- There are still bugs but for now can say teleporters are now functioning , this will help traveling in your native base (will be blocked for enemy) so you can reach buildings just in time! https://www.twitch.tv/videos/690519818 Edited July 25, 2020 by kira 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted July 26, 2020 Totem Arts Staff Share Posted July 26, 2020 Yay my idea from like 5 years ago came true 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kira Posted July 26, 2020 Author Totem Arts Staff Share Posted July 26, 2020 6 hours ago, roweboat said: Yay my idea from like 5 years ago came true You are welcome to share more ideas 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kira Posted August 8, 2020 Author Totem Arts Staff Share Posted August 8, 2020 Hey Everyone ! ~~~~~Update~~~~ We have completed the teleporters inside each base for it's native members traveling between buildings, Added decoration objects and worked on the general visuals of the map , with water, trees and such. Take a view: 1 1 Quote Link to comment Share on other sites More sharing options...
Gex_str Posted August 8, 2020 Share Posted August 8, 2020 Everyone, don't tell Kira that "togglescreenshotmode" command is a thing Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kira Posted August 8, 2020 Author Totem Arts Staff Share Posted August 8, 2020 26 minutes ago, Gex_str said: Everyone, don't tell Kira that "togglescreenshotmode" command is a thing AHAHHA dammit i didnt knew that, im a simple man - i see code, i compile it. 1 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted August 8, 2020 Totem Arts Staff Share Posted August 8, 2020 coming along very nicely!!! 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kira Posted August 11, 2020 Author Totem Arts Staff Share Posted August 11, 2020 Happy Announcement! We are at the last steps before completing FortX ! You can now join Jena Testing Server to test it out Or download the files your selfs and host for your own thing ! ~~~~ Importent~~~~ Keep your RX_Deco_Barrier.upk as backup somewhere, FortX will need different version of it. so to connect other servers later, restore the backup file. ~~~~~~~~~~~~~~~ https://www.mediafire.com/file/u11qdsg1egaczv4/fortx-simple+extract.zip/file Let me know how it went so we can make it better! 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted August 12, 2020 Totem Arts Staff Share Posted August 12, 2020 A few observations: I like the additional paths for vehicles and infantry. However, I would consider either moving Nod's path to the Airstrip side, or change Hon and Airstrip positions (either idea is work I know.) But currently GDI has huge advantage, and can even hit Hon with HMRLS for example. Good on changing the direction of the HON. It's difficult to balance vs the Barracks since it has multiple openings... I envisioned the teleporters slightly differently! (i imagined teleporters in each building with labels to other buildings) But I like your idea! a little teleporter building haha. cool. I wasn't able to test what would happen if a friendly unit opened the door with an enemy nearby. Would they be trapped inside!? D= Interesting to add the turret with the fort capture. I wonder how that will play out. Also noticed it casts a shadow into the tunnel below. I noticed 2 tech "wrenches" in the middle of the map, but could only find the Fort for capture? Did i miss something or forget something? I only remember 3 tech buildings originally but now see 4 icons on the map. I didn't spend much time trying to break the map. Best to get @limsup for that 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted August 12, 2020 Totem Arts Staff Share Posted August 12, 2020 6 hours ago, roweboat said: I like the additional paths for vehicles and infantry. However, I would consider either moving Nod's path to the Airstrip side, or change Hon and Airstrip positions (either idea is work I know.) But currently GDI has huge advantage, and can even hit Hon with HMRLS for example. We can't really change the position of the vehicle path, cause the MC side is Inf only for the most part. Also it wouldn't work well with the additional Infantry Path over there. But I think we can easily fix this spot with a few additional rocks next to the new tank path. Also switching the Air and Hond around will most likely cause more problems, already fixed some bad MRLS spots where you could hit Hond from the Fort with the current base layout. Changing the direction of the Hond wouldn't really work well without any bigger changes since a 90° turn will not fit inside the base and a 180° turn will expose the building to MRLS spam even more, that Hand is just too big. 6 hours ago, roweboat said: I envisioned the teleporters slightly differently! (i imagined teleporters in each building with labels to other buildings) But I like your idea! a little teleporter building haha. cool. I think the teleporters are in a pretty good spot. A teleporter inside every building would be too OP since you would be able to get into another building in less than a second, which will make rushes and sneaking pretty much useless. So it is actually pretty important, that the teleporters are not located inside a building. Furthermore Fort didn't suffer from the distance between bar and ref or WF and ref being too big, the problem was always the huge distance between the two exterior buildings. I think I considered all of these things when I placed those teleporters, creating a good balance between having an easier time defending the base, while it won't be too hard to kill a building for the opposing team (ofc this balance needs some testing). 6 hours ago, roweboat said: I wasn't able to test what would happen if a friendly unit opened the door with an enemy nearby. Would they be trapped inside!? D= There is a trigger volume inside the building that will kill you if you have the wrong team number, this is explained with the energy shield placed there. But the doors will be removed soon, because of Kishit does not really work as desired in online play. Those energy shields will do the job too, because you can't shoot through them, but still sad, spent hours with setting this whole thing up, especially the sounds... 6 hours ago, roweboat said: Interesting to add the turret with the fort capture. I wonder how that will play out. Also noticed it casts a shadow into the tunnel below. As far as I know this turret is supposed to be removed within the next versions. 6 hours ago, roweboat said: I noticed 2 tech "wrenches" in the middle of the map, but could only find the Fort for capture? Did i miss something or forget something? I only remember 3 tech buildings originally but now see 4 icons on the map. That shouldn't happen, we will take a look inside this, thank you for reporting. Thank you for testing, I hope I was able to explain why Fort is looking the way it is . 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kira Posted August 12, 2020 Author Totem Arts Staff Share Posted August 12, 2020 @roweboat inside the teleporters, where you stand near the MCT's there should be a tooltip message popping out to mention the target building - it just currently not working right on muliplayer because kisshit as my partner claimed. I will be fixing it soon so no worries. about the turrets, I made it so the server owner can decide if he\she wants the fort be able to spawn turrets or not. it can be config as simple true or false in UDKFortX.ini file. also if there is a need to be able to change this bool value on runtime of the game , I can make a console function for it so moderator can toggle it off and on. let me know. The idea on FortX , that you must relay on teamwork to sustain your grip in the field and paths, but there is always a chance to win or lose - no matter the current situation. The reason i am mentioning this because we appertiate you guys downloading and testing it . all we wanted is to get people enjoy and get excited playing Fort 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted August 12, 2020 Totem Arts Staff Share Posted August 12, 2020 Excellent work!! Yes I've heard doors can be quite problematic =( I see that everything was well thought through. I can certainly appreciate all that!! @Luhrian @kira Just to be clear. My one concern is I think GDI tanks have quicker access to the field now than Nod tanks. But maybe this isn't a valid concern Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kira Posted August 12, 2020 Author Totem Arts Staff Share Posted August 12, 2020 why you think gdi tanks have quicker access? and thanks :))) Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted August 12, 2020 Totem Arts Staff Share Posted August 12, 2020 Because the new path is directly next to GDI weapons factory, but on Nod, the new path is near the HON Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff Luhrian Posted August 12, 2020 Totem Arts Staff Share Posted August 12, 2020 Hm don't think it is that important, since the exit only path is going to be used once you locked in. The first Field push will be done through the main door. 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted August 12, 2020 Totem Arts Staff Share Posted August 12, 2020 I look forward to seeing the map played by everyone again 1 Quote Link to comment Share on other sites More sharing options...
limsup Posted August 13, 2020 Share Posted August 13, 2020 On 8/12/2020 at 4:47 AM, roweboat said: I didn't spend much time trying to break the map. Best to get @limsup for that I don't spend much time either. Results come nonetheless. Also I don't want to demotivate people so I won't come down on them like a bag of bricks YET. 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kira Posted August 13, 2020 Author Totem Arts Staff Share Posted August 13, 2020 28 minutes ago, limsup said: I don't spend much time either. Results come nonetheless. Also I don't want to demotivate people so I won't come down on them like a bag of bricks YET. Fire away, dont gold back. 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kira Posted August 17, 2020 Author Totem Arts Staff Share Posted August 17, 2020 ~~~ Update~~~ - change the nod bike to the tiberium sun bike - uploaded a working good map file http://www.mediafire.com/file/yplilo4it74ux8y/fort6-mutator+style.zip/file 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kira Posted May 18, 2022 Author Totem Arts Staff Share Posted May 18, 2022 man, being a while... https://www.mediafire.com/file/65otjecehkpx1a0/CNC-Fort.udk/file 1 Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff roweboat Posted May 19, 2022 Totem Arts Staff Share Posted May 19, 2022 which version of fort is this Kira? Quote Link to comment Share on other sites More sharing options...
Totem Arts Staff kira Posted May 19, 2022 Author Totem Arts Staff Share Posted May 19, 2022 4 hours ago, roweboat said: which version of fort is this Kira? It should be the latest one since I took it from the SVN. it's not the FortX with the special added buildings, the simple Fort map. 1 Quote Link to comment Share on other sites More sharing options...
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