titular "fort." The Republic holds one CP (in the Yavin temple) and the CIS holds three CPs on the flat area. The map starts off unbalanced and remains unbalanced - assuming you are playing as the CIS it is easy enough to just spawnkill the Republic while holding your command posts. It would probably be a little better if the map were simply an assault map (so that one team didn't start off with a reinforcement drain) and if the "defending" team were given some better defenses - a tank, turrets, etc. Spreading their spawnpoints out would help, too. The map itself needs work. Flat plains are boring as far as a design, and even though the map does have a couple props and one blocky hill (use the blend tool!), a flat plain is basically all the map is. The map is bordered by some Rhen Var props, but even at a high draw distance, they don't show up at a distance (which sort've kills the effect). You can also see that the skydome is missing some textures it needs. It's also worth mentioning that GCW conquest will crash - it's fine to not make that available, but make sure you don't make it selectable on the instant action screen as well. In any case, it's a very simple map with a basic concept that could work well, but it needs more done to it for that to happen. Give it a download if it sounds interesting. -Mav
"Fort Defence," by Fasty001, is a map set on a large blue plain with a red-ish structure at one end. The concept behind the map is - one can probably assume - defending the temple that is the
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