SourceForts Update - 1.9.3

Munro

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Another mod, another release. This time
SourceForts
have a new update - version 1.9.3. This is the ultimate version
of the 1.9 series with promises of many bug fixes and a plethora of new maps and
features. This is an extremely entertaining mod and is definitely one to try. Head
over to their
downloads
page to get the update.[br]

newsspacer.gif
 
I regret how much they expanded SF's gameplay, I still prefer the classic CTF with HL2 guns and freezeable blocks over what it is now with classes and everything.
 
I regret how much they expanded SF's gameplay, I still prefer the classic CTF with HL2 guns and freezeable blocks over what it is now with classes and everything.

Agreed. The classes really annoyed me...I'd rather just pick a gun and go at it.
 
Excellent, I love this mod. And this
Changelog said:
- Dynamic block skins for damage levels.
sounds cool.

Rest of the changelog:
------------------------------------------------------
1. CHANGELOG
------------------------------------------------------

ADDED
- 2x2 2D block. Added to all maps, spawnable via the cube shaped button.
- 1.5x4 2D block. Only available in one official map, but freely available for community mapper's use.
- Server variable "sf_forceteams". Forces players to join a particular team. (0 = Inactive 1 = Force blue 2 = Force red)
- func_disposer_selective
- Block counter on HUD.
- Dynamic block skins for damage levels.
- Maps (sphinx_v2, astrodome, angular, basin2, peakvalley, valley2, cargo, crete, underpass, league_pre_match)
- Spectator mode fully functional


CHANGED
- Block skins changed.
- All corpses are removed on a phase change.
- Irrelevent HUD items are invisible during build phase.
- HUD items display in team colours.
- RPG smoke trails display in team colours.
- Blocks break into gibs upon destruction.
- Game timer in minutes and seconds.
- RPG reloads after 1.5 seconds.
- Scoreboard. Seperate score and frag column.
- Block health displays when viewing a friendly block with the gravity gun equipped at close range.
- Players spawn with full ammunition.
- Only one touch point could be score by a player per spawn.
- All classes can sprint and shoot at the same time.
- Block health is 4000 by default.
- Suicides in build phase do not contribute to scoreboard.

FIXED
- Fast-block healing exploit
- Fast-shotgun exploit
- Slam-planting exploit


REMOVED
- Shotgun secondary fire.
- 1x1x1 3D block
- Maps (atrium, tread, rooftop, tallgrass, magma, fieldtrip, platform)
 
I regret how much they expanded SF's gameplay, I still prefer the classic CTF with HL2 guns and freezeable blocks over what it is now with classes and everything.

My thoughts exactly.
 
I didn't play it before the classes, but I don't see how the classes work badly.

What's more annoying is that they've removed so many of the maps (no tallgrass!)

Still worth checking out if you've never played it before.
 
I got banned in the first server I joined after being in there for 5 minutes.

Nice warm welcome!
 
The server ops for SourceForts are notoriously brattish. That is probably the mod's biggest downfall. There are usually 'build rules' which loosely mean 'build whatever virtually impregnable design the admin favours most for a particular level or suffer the consequences'.

Basically, these Hitleresque server ops banish all the gameplay elements that make SourceForts good (experimentation, creativity, innovation). I'm 100% sure that the mod would be more popular if these children weren't ruining everyone's fun and undermining the game mechanics.

If only the SF team set up some sort of 'this server isn't run by a complete Nazi' endorsement scheme, you might be able to find a good server to play on.
 
I used to do alot of mapping for Sourceforts, but when updates started coming VERY slowly I quit.

I see they included one of my maps in the release, sf_angular! (and they didn't even ask me).

...no wait, one of the maps I made was "sf_angle" not "sf_angular".

I think I'll give it a try.
 
If only the SF team set up some sort of 'this server isn't run by a complete Nazi' endorsement scheme, you might be able to find a good server to play on.

Yeah, I agree. Which brings us to another major flaw of this mod (although it's understandable): there is no way of validating a certain fort. There always has to be an admin on the server to check that the flag can be reached.

I don't even want to get my head around the deep-space math needed to perform an accurate judgement on the validity of one's fort, but it's a tad sad that this mod can't be enjoyed fully without an admin.

Still, great work, and a very enjoyable mod indeed. :)
 
Yeah, I agree. Which brings us to another major flaw of this mod (although it's understandable): there is no way of validating a certain fort. There always has to be an admin on the server to check that the flag can be reached.

I don't even want to get my head around the deep-space math needed to perform an accurate judgement on the validity of one's fort, but it's a tad sad that this mod can't be enjoyed fully without an admin.

Still, great work, and a very enjoyable mod indeed. :)

There is an entity in the SDK called func_nofreeze which mappers are encouraged to put around the flag to ensure that it is reachable. However, teams can always overcome this.
 
Yeah, all you have to do is build a box around that. Playing SF takes a bit of maturity, but it's fun as hell when you get a bunch of players who are willing to not play like being a gaping vagina is their day job.
 
Well,I dunno whats wrong with me(or my computer) but i cant get the the 1.9.3 installed....I have 1.9.2 atm. Please help.
 
Well,I dunno whats wrong with me(or my computer) but i cant get the the 1.9.3 installed....I have 1.9.2 atm. Please help.
It states on the website that you have to remove 1.9.2 first. Just wipe the entire sourceforts folder in your SourceMods folder.
 
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