Just some things about my fort collection. ************* * IMPORTANT * ************* RUBBER: Fort maps are intended to be played with DEDICATED_FPS 100. Some have rubber zones, and the rubber would change too slow/fast otherwise to be playable. TELEPORT: Maps that contain teleporters will suffer from the glitch which bends tails at the time of teleporting. Also sometimes walls disappear, but reappear after turning (when the server updates wall info, I guess). Abductors --------- Axes: 4 Originally called "Odessa by night", because I like fancy names. But couldn't find any connection to Odessa. And180SomeMore -------------- Axes: 4 As it says: you gain speed by turning. Brake refills quickly, but going over 200 is not recommended. Antithesis ---------- Axes: 4 I just wanted a point-symmetrical map. BeadCurtains ------------ Axes: 4 Design study. The bots are pretty suicidal on this one. There's a hidden diagonal passage from one DZ room to the other. BeatingHeart ------------ Axes: 8 I imagined the fortress as the source of power for the team, so I tried to visualize it as a heart beating. The pulsing also makes it more difficult for attackers. BinaryStar ---------- Axes: 12 Nothing special, except for the annoying cycle_delay. BroodChamber ------------ Axes: 6 My first attempt of a hexatron fort map. I learned to love corridors. Bumpers ------- Axes: 12 Design study. Don't try to defend. Just have a keen eye when touching the forts. ChainLink --------- Axes: 16, chico Classic chico map. Brake is turbo. Checkers -------- Axes: 4, nano Original design by Grim Reaper. All credits to him. Chizra ------ Axes: 4 The name comes from "Unreal I", where one level is called "Chizra - Nali water god". The level design had some impact on me, I guess. Conception ---------- Axes: 8 One of the "separated" maps, i. e. the teams never come in contact. The idea is, you are a sperm and try to fertilize the egg, I mean fortress. Careful when turning inside, it's pretty narrow there. Crossfire --------- Axes: 4 Two very fast forts revolve around a structure that constantly shoots deathzones at you. High rim accel. Debris ------ Axes: 4 There's debris all around. Walls don't vanish, zones don't collapse (they turn just white). Rim break boost. DensityStress ------------- Axes: 4 Nothing special. Diamond ------- Axes: 4 Rubber won't refill by itself, you have to reach a rubber zone to replenish it. Divisions --------- Axes: 4 The fortress will separate into 4 forts after 75 sec, then into 16 forts after another 75 sec (was it 75? Can't remember). The conquest/defend values will change accordingly after the 2nd mitosis. The idea behind this effect is to confuse players to no end, because I pretend to be an evil mastermind. DutchRadiologist ---------------- Axes: 4 Comission work. Idea, drawing and settings from Lunatic. EnemyAtTheGate -------------- Axes: 4 Wanted it to look like two castles fighting it out. In the structures left and right are winzones, reachable through small gaps. Entropy ------- Axes: 16, chico 32 forts per team that bounce around aimlessly. You know, entropy. Equalizer --------- Axes: 4 Quote: "This map is dangerous." Yes, it is. Always look behind you, there might be a deathzone approaching rapidly. FeelingLucky ------------ Axes: 4 Both teams are red, and so are their zones. Is it a fort or a deathzone? He who has patience and a keen eye will win, because deathzones shrink... slowly. Just another brainfart to mess with people. Fields ------ Axes: 4 Each fort has a forcefield around it which will drain rubber very quickly, so keep a distance away from the edge of the fortress. To reach the other side drive into the low wall in the niches, then turn left or right (there are gaps). FortressForest -------------- Axes: 8 Every 15 secs a fort grows from a "tree". The idea is to find and conquer them first... and survive. Brake is turbo. GaltonBoard ----------- Axes: 4 Nothing special. Halftime -------- Axes: 4 Nothing special, just halved size. Hideout ------- Axes: 4 If the outer fort falls, theres still a spare one inside... or so. Like a lair for the bad guys. HighSix ------- Axes: 6 A wordplay with "high five". Laaaame. Husk ---- Axes: 4 Nothing special. Rim break boost. Inside ------ Axes: 16, chico Classic chico sumo. IvoryTowers ----------- Axes: 4 Your job is to go on a suicide mission to infiltrate the enemy's lair. The fort itself is unconquerable, but there's a switch inside that toggles base_enemy_kill and expands your own fort. The concept as such is awesome as fuck; the downside is it also makes the map unplayable when doing 1vs1. High rim accel. Killswitch ---------- Axes: 4 In case your zone got overrun by enemies: the one-time emergency switch solves this problem. Take care, for it also kills your own teammates in the other fort. Effect lasts 5 secs. LargeHatronCollider ------------------- Axes: 4 Yes, it works like its namesake. High rim accel, strong brake. Start braking at around 300. LinearAccelerator ----------------- Axes: 4 Seven chambers, connected by a gap with the width of 1. Precision is key here. You can sneak around to the other side through narrow corridors left and right. Magma ----- Axes: 4 Well... it's just like boiling magma. MasterAndServant ---------------- Axes: 4 Nothing special, only different fort sizes. MeatHook -------- Axes: 4 Nothing special, the axes are just warped. Membranes --------- Axes: 4 Nothing special. But a bad surprise if the center player can't escape in time. Microsuction ------------ Axes: 4, nano Nano sumo. Grind the walls to find the entrance to the zone chamber. Nanites ------- Axes: 4, nano Nothing special. Niches ------ Axes: 4 Nothing special. NuclearDecay ------------ Axes: 4 A large fast deathzone orbits around each fort. Use rim accel to gain speed and time your attacks. Nut --- Axes: 6 Left, right, left, right, and try to conquer all while being surrounded by deathzones. Auto-accel, weak brake. Ornament -------- Axes: 16, chico Classic chico. PalaceOfTheHighOnes ------------------- Axes: 6 The axes are warped, but the angles fit the fort formation well. If you ever figure out where I got the name from, I have your word that you won't tell anyone, okay? PlusOne ------- Axes: 5 Yes, right: four axes plus one. Some hate me for a reason. I hate them back. Poleis ------ Axes: 4 "poleis" (plural): greece for "cities". The finished map gave me the impression of ancient city-states battling it out. Use high rim break boost for speed attacks. ProtectiveCustody ----------------- Axes: 4 Nothing special. Qapla ----- Axes: 4 Experience the vast emptiness of the Klingon empire. I never had the motivation to resize it properly, that's why it's a relatively large map. QuantumLeap ----------- Axes: 4 To reach the enemy you'll have to use the teleporter room in the backyard. The window feels like looking into a parallel universe. This is by far my favorite map. Quartered --------- Axes: 4 Nothing special, just quartered in size. Retreat ------- Axes: 4 Some spare fortresses for defender rookies, that's the thought. Turned out that defending is actually pretty hard here. RollerBearing ------------- Axes: 4 Nothing special. RuinsInTheWasteland ------------------- Axes: 6 Design study. Also an asymmetrical map: the structures around both forts differ in height. In addition, there are two winzones hidden in the north and south pillars. For extra nerdiness: the height of the walls that divide both parties follow the Fibonacci series. SeeYouInHell ------------ Axes: 8 Original design by Grim Reaper. All credits to him. Shaman ------ Axes: 4 The large central rubberzone eats your rubber, but the "islands" within will replenish it again. If the main entrance is blocked, there are two corners to the left and the right; grind them to get into the fort chamber. Shareholder ----------- Axes: 4 Half fort, half sumo. 1vs1 can lead to a quick stalemate. Shockwave --------- Axes: 16, chico Fast chico map designed for quadbinders. Forts dont collapse, but "explode" on impact. SlinkingAway ------------ Axes: 4 Normal fortress, but somehow... the zones... creep... slowly. Teamocide --------- Axes: 4 A similar concept as BeatingHeart: the fortress is the power source. The difference is that here each fortress represents one enemy player, which will die upon conquest. This way, fortress_conquered_kill_min has an actual use, haha. Termites -------- Axes: 6 The sequel to BroodChamber. You are termites in a labyrinth. Did I mention I like corridors? Timebomb -------- Axes: 4 First attempt at negative radius and growth timing. After 3 min, one of the deathzones will grow rapidly. TunedCircuit ------------ Axes: 4, nano What if... there were lots of forts, but only a portion of them would be available at a time? Like electrons in a circuit? At least that's the idea behind it. UnholyRow --------- Axes: 6, nano Axes are warped, otherwise plain nano. Viewfinder ---------- Axes: 16 Original design by Grim Reaper. All credits to him. Pretty deadly map. Probably best to conquer the small base first, the deathzone takes time to shrink before you can go for the large fort. Virus ----- Axes: 8, nano Interesting twist: grinding the enemy slows you down a lot. Don't forget the central forts. Wallhugger ---------- Axes: 4 Another "separated" one: one team on the inside, one outside. Grind the rim to simultaneously conquer and defend. High rim accel. Warpdrive --------- Axes: 8 The speed triples when driving diagonally. Your tail will shrink with the speed that you had at the time of tail creation. Hard to explain for me, see for yourself. A side effect is that the Arma network protocol obviously can't update wall information fast enough, so it might appear laggy. Note to defender: Never go diagonally. Whirlwind --------- Axes: 4 The idea came to my mind when I read about the tornado alley. Basically, it's just a mess of teleporting back and forth, there's not even time to set up a proper defense. Whatever. YinYangShattered ---------------- Axes: 4 The counterpart of And180SomeMore. This time you have to turn to lose speed, because you accel automatically. The name is obvious when you see the PNG.