Create an account


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
[DM/TDM/CA] SeaForts (7 Towers)

#1
Out in the fading light, seven steel forts stand guard above a restless sea.
Seaforts is a large-scale map built for those who crave atmosphere, vertical combat, and tactical experimentation.

This is not your usual corridor fragfest. The water rises and falls with a noticeable current that can push you off course if you don’t pay attention. Turrets can be hacked to fight for you, while two flak turrets scan the sky and neutralize rockets and other projectiles. Jetpacks and hooks let you move freely between the towering outposts. Somewhere within the depths, secret teleporters await.

Inside the forts you’ll find intense close-quarters combat, with layouts loosely modeled after the real Maunsell interiors. Corners hide items, enemies, and surprises. Outside, the open space invites long-range sniper duels between towers, creating a rhythm of tension and release.

If you usually play vanilla deathmatch and want to explore something different without leaving your comfort zone, this map offers a mix of classic flow and dynamic features to keep things fresh.

📥 Download: Seaforts v1 (.pk3) (fixed spawnpoints & bot waypoints)


🎁 Items:

Armor: 7 big, 6 medium, 24 small (Total 620)
Health: 7 big, 15 medium (Total 725)
Weapons: Arc (4), Crylink (1), Devastator (4), Electro (5), Hagar (5), Hook (2), Machinegun (5), Mortar (5), Vortex (2)
Extras: Jetpacks (7), Strength, Fuel (6 + 1 regen)

👥The map should comfortably host 4–16 players.

[Image: vRENitE.png]


C1: Control Tower
B1: Bofors Tower (Anti-Air, With FLAK Turrets)
S1: Searchlight Tower
G1-4: Gun Towers (Electro Turrets; Anti Jetpack)
[Image: CTDDh5T.jpeg]


[Image: afhz6gQ.jpeg]

[Image: Gb0OQEI.jpeg]

[Image: 973ZpO1.jpeg]


Buttons to hack the Turrets (lock for 20 seconds):
[Image: nBEwuyF.jpeg]
[Image: kaNA9Ji.jpeg]


Feedback welcome! Have fun!
Reply

#2
Nice, I like the visuals on this map and the unusual theme.

Nice attention to detail with the water current and opacity.
I like the blooming effect of the lights; it reminds me a bit of the lighting in Unreal Tournament.
I also recognised a piece of Xoylent in the water, did it crash there after being deorbited? Big Grin

The interior of the platforms seems a bit cramped, but I guess most of the action takes place outside anyway.

Btw, you may not have noticed if you are using Xonotic 0.8.6, but with Xonotic autobuild (and 0.9 in the future) there are warnings about misplaced entities when loading the map:
Code:
[::SVQC::WARNING] DropToFloor_QC at "-2944 16 1192.03": COULD NOT FIX stuck entity "item_health_big" after drop
[::SVQC::WARNING] DropToFloor_QC at "158.167 -2477.48 1856": FIXED badly placed entity "item_bullets" before drop
[::SVQC::WARNING] DropToFloor_QC at "-158.167 -2477.48 1856": FIXED badly placed entity "item_bullets" before drop
[::SVQC::WARNING] DropToFloor_QC at "158.167 -2146.52 1856": FIXED badly placed entity "item_shells" before drop
[::SVQC::WARNING] DropToFloor_QC at "-158.167 -2146.52 1856": FIXED badly placed entity "item_rockets" before drop
[::SVQC::WARNING] DropToFloor_QC at "0 -2352 1192.03": COULD NOT FIX stuck entity "item_health_big" after drop
[::SVQC::WARNING] DropToFloor_QC at "-158.167 2541.48 1856": FIXED badly placed entity "item_bullets" before drop
[::SVQC::WARNING] DropToFloor_QC at "158.167 2541.48 1856": FIXED badly placed entity "item_bullets" before drop
[::SVQC::WARNING] DropToFloor_QC at "-158.167 2210.52 1856": FIXED badly placed entity "item_shells" before drop
[::SVQC::WARNING] DropToFloor_QC at "158.167 2210.52 1856": FIXED badly placed entity "item_rockets" before drop
[::SVQC::WARNING] DropToFloor_QC at "2090.37 1464.2 1856": FIXED badly placed entity "item_bullets" before drop
[::SVQC::WARNING] DropToFloor_QC at "1960.98 1022.65 1856": FIXED badly placed entity "item_rockets" before drop
[::SVQC::WARNING] DropToFloor_QC at "2186.69 1520.59 1664": FIXED badly placed entity "item_cells" before drop
[::SVQC::WARNING] DropToFloor_QC at "2254.1 1199.79 1456.03": COULD NOT FIX stuck entity "item_fuel" after drop
[::SVQC::WARNING] DropToFloor_QC at "2060.32 1263.43 1192.03": COULD NOT FIX stuck entity "item_health_big" after drop
[::SVQC::WARNING] DropToFloor_QC at "2090.37 -1464.2 1856": FIXED badly placed entity "item_bullets" before drop
[::SVQC::WARNING] DropToFloor_QC at "1960.98 -1022.65 1856": FIXED badly placed entity "item_shells" before drop
[::SVQC::WARNING] DropToFloor_QC at "2102.1 -1463.06 1456.03": COULD NOT FIX stuck entity "item_fuel" after drop
[::SVQC::WARNING] DropToFloor_QC at "2060.32 -1263.43 1192.03": COULD NOT FIX stuck entity "item_health_big" after drop
[::SVQC::WARNING] DropToFloor_QC at "2018.75 1239.43 1872.03": FIXED badly placed entity "turret_plasma_dual" before drop
[::SVQC::WARNING] DropToFloor_QC at "0 -2304 1872.03": FIXED badly placed entity "turret_plasma_dual" before drop
[::SVQC::WARNING] DropToFloor_QC at "0 2368 1872.03": FIXED badly placed entity "turret_plasma_dual" before drop
[::SVQC::WARNING] DropToFloor_QC at "2018.75 -1239.43 1872.03": FIXED badly placed entity "turret_plasma_dual" before drop

That said, no entity seems to be missing, even those marked as 'COULD NOT FIX'. However it could occur in certain cases AFAIK.

On NetRadiant with the latest entities definitions, the problem is visible:
   
(The size of most entities in NetRadiant now accurately matches their bounding box in the game)

There's also an error related to the fog settings, but it seems to work as intended so I have no clue what's happening there.

Good work overall, must be fun in DeathMatches  erebus
Reply

#3
The map design looks really great A+++
Reply

#4
(01-01-2026, 12:28 PM)SpiKe Wrote: Nice, I like the visuals on this map and the unusual theme.

Nice attention to detail with the water current and opacity.
I like the blooming effect of the lights; it reminds me a bit of the lighting in Unreal Tournament.
I also recognised a piece of Xoylent in the water, did it crash there after being deorbited? Big Grin

The interior of the platforms seems a bit cramped, but I guess most of the action takes place outside anyway.

Btw, you may not have noticed if you are using Xonotic 0.8.6, but with Xonotic autobuild (and 0.9 in the future) there are warnings about misplaced entities when loading the map:
Code:
[::SVQC::WARNING] DropToFloor_QC at "-2944 16 1192.03": COULD NOT FIX stuck entity "item_health_big" after drop
[::SVQC::WARNING] DropToFloor_QC at "158.167 -2477.48 1856": FIXED badly placed entity "item_bullets" before drop
[::SVQC::WARNING] DropToFloor_QC at "-158.167 -2477.48 1856": FIXED badly placed entity "item_bullets" before drop
[::SVQC::WARNING] DropToFloor_QC at "158.167 -2146.52 1856": FIXED badly placed entity "item_shells" before drop
[::SVQC::WARNING] DropToFloor_QC at "-158.167 -2146.52 1856": FIXED badly placed entity "item_rockets" before drop
[::SVQC::WARNING] DropToFloor_QC at "0 -2352 1192.03": COULD NOT FIX stuck entity "item_health_big" after drop
[::SVQC::WARNING] DropToFloor_QC at "-158.167 2541.48 1856": FIXED badly placed entity "item_bullets" before drop
[::SVQC::WARNING] DropToFloor_QC at "158.167 2541.48 1856": FIXED badly placed entity "item_bullets" before drop
[::SVQC::WARNING] DropToFloor_QC at "-158.167 2210.52 1856": FIXED badly placed entity "item_shells" before drop
[::SVQC::WARNING] DropToFloor_QC at "158.167 2210.52 1856": FIXED badly placed entity "item_rockets" before drop
[::SVQC::WARNING] DropToFloor_QC at "2090.37 1464.2 1856": FIXED badly placed entity "item_bullets" before drop
[::SVQC::WARNING] DropToFloor_QC at "1960.98 1022.65 1856": FIXED badly placed entity "item_rockets" before drop
[::SVQC::WARNING] DropToFloor_QC at "2186.69 1520.59 1664": FIXED badly placed entity "item_cells" before drop
[::SVQC::WARNING] DropToFloor_QC at "2254.1 1199.79 1456.03": COULD NOT FIX stuck entity "item_fuel" after drop
[::SVQC::WARNING] DropToFloor_QC at "2060.32 1263.43 1192.03": COULD NOT FIX stuck entity "item_health_big" after drop
[::SVQC::WARNING] DropToFloor_QC at "2090.37 -1464.2 1856": FIXED badly placed entity "item_bullets" before drop
[::SVQC::WARNING] DropToFloor_QC at "1960.98 -1022.65 1856": FIXED badly placed entity "item_shells" before drop
[::SVQC::WARNING] DropToFloor_QC at "2102.1 -1463.06 1456.03": COULD NOT FIX stuck entity "item_fuel" after drop
[::SVQC::WARNING] DropToFloor_QC at "2060.32 -1263.43 1192.03": COULD NOT FIX stuck entity "item_health_big" after drop
[::SVQC::WARNING] DropToFloor_QC at "2018.75 1239.43 1872.03": FIXED badly placed entity "turret_plasma_dual" before drop
[::SVQC::WARNING] DropToFloor_QC at "0 -2304 1872.03": FIXED badly placed entity "turret_plasma_dual" before drop
[::SVQC::WARNING] DropToFloor_QC at "0 2368 1872.03": FIXED badly placed entity "turret_plasma_dual" before drop
[::SVQC::WARNING] DropToFloor_QC at "2018.75 -1239.43 1872.03": FIXED badly placed entity "turret_plasma_dual" before drop

That said, no entity seems to be missing, even those marked as 'COULD NOT FIX'. However it could occur in certain cases AFAIK.

On NetRadiant with the latest entities definitions, the problem is visible:

(The size of most entities in NetRadiant now accurately matches their bounding box in the game)

There's also an error related to the fog settings, but it seems to work as intended so I have no clue what's happening there.

Good work overall, must be fun in DeathMatches  erebus

Thank you for your kind words Big Grin (Also thank you too, Baker Big Grin)
I don't know how a part of xoylent ended up in there haha
Yeah it's a little cramped but with CS tactics like shotgun & A-D strafing it can be quite fun IMO.

Also thanks for reporting the issues. I place those entities with roughly the modelsize in mind. So I don't mind the BBOX being partially inside a wall as long as enough sticks out to make you able to comfortably reach it while not visibly being stuck in a wall.
Seems like a guard dog to me that barks too soon.

The fog also works as intended for me.
Reply



Possibly Related Threads…
Thread Author Replies Views Last Post
  [DM/TDM/CA] DistrictX V1.2e _para 20 9,009 05-03-2025, 04:13 PM
Last Post: _para
  [DM/TDM/CA] Pushmod Double _para 0 2,820 12-16-2024, 03:34 PM
Last Post: _para
Photo [RELEASE] [DM/TDM] Bit Forest (2025.a) oeai 1 1,788 08-28-2024, 01:52 PM
Last Post: oeai
  shell-station [CA|DOM|TDM|DM|FreezeTag] atheros 6 7,207 08-19-2024, 01:52 PM
Last Post: atheros
  new-station [ CA | DM | TDM | LMS | DOM | FT ] atheros 6 8,680 08-05-2024, 07:21 AM
Last Post: Mario
  [DUEL, DM, TDM] Canal ballerburg9005 5 3,189 07-07-2024, 06:46 PM
Last Post: Baker
  [DUEL, TDM] Mid air remix Kotangens 3 3,398 10-09-2022, 03:29 PM
Last Post: BuddyFriendGuy
  [DM/TDM/CA] Stone Sea _para 1 2,897 03-18-2021, 04:52 AM
Last Post: Winsalot
  [DM/TDM] Spacebash derrant 2 3,023 08-02-2020, 04:44 AM
Last Post: derrant
  [DM/TDM/CA] C-Pit R4 _para 6 5,107 06-06-2020, 10:14 AM
Last Post: _para

Forum Jump:


Users browsing this thread:
1 Guest(s)

Forum software by © MyBB original theme © iAndrew 2016, remixed by -z-