Intervention
Member
Name of your map: 2Fort
Creator(s): Me , Inter_Vention. Original map design by Valve.
Map size: 142 x 48 x 127 (a lot of this is aesthetics beyond the playable map area)
Round time: 10:00
Teams [Red/Blue/Yellow/Green/None]: Red vs. Blue
Game type [KOTH/CTF/FFA/MvM/PLR/PL]: CTF
Time of Day: Noon
Biome: Desert
Which blocks need to be ob [cannot be destroyed]?: All of them (entire map, please say if I have to put individual blockIDs)
Cannons [obsidian]: 0
Jumppads [endportal]: 8 (all in bridge and barracks)
Boosters [daylight sensor]: 0 (1 decorative daylight sensor)
Item Spawners [chiseled stone brick]:0
# of 'None' Spawns: N/A
# of 'Red' Spawns: 2 spawn rooms, total of 6 blocks of redstone for red spawn.
# of 'Blue' Spawns: 2 spawn rooms, total of 6 lapis lazuli blocks for blue spawns.
# of 'Green' Spawns: N/A
# of 'Yellow' Spawns: N/A
Please remove the lapis and redstone blocks that I have placed as spawn markers.
Notes for devs/map-admins:
Whoever determines the power of the jumppads will have to play around with it as well as talk to me, so we can make sure that players aren't able to jump over the iron fence or the nearby roofs.
Screenshots: A fully detailed guide to my map.
http://imgur.com/a/e1MpD#0
You can also /warp to it: /warp 2Fort
Download link: In schematics under 2Fort
Additional comments: If you're familiar with the game Team Fortress 2, you know 2Fort. This map is essentially a TnT conversion of the staple of FPS maps. Long story short, it's the classic Red vs Blue showdown. Two bases (schematically identical, aesthetically unique) are separated by a bridge. As a CTF map, the goal is to penetrate deep into the enemy base, extract the flag, and bring it to yours unscathed.