Build Your Dream Pwn in Source Forts

Your humble narrator, waiting for those sweet sweet words: You were killed.
Having abandoned aspirations for a career in first-person shooter (FPS) games a long time ago for reasons related to nausea, disorientation, and an overall skill level that might be best described as Emo, I have nonetheless been fascinated with the genre since its inception, due in large part to game developers making tools such as Software Development Kits and Level Editors available to vibrant amateur communities who then ‘Mod’ their proprietary technologies into new games and gameplay experiences. The possibilities for making and examining architecture within this arena have been another story, seemingly dominated by an established set of conventions for map-making, as evidenced by a preponderance of precisely scattered wooden crates and redundantly symmetrical networks of dimly lit corridors.
To simply look at screenshots many would assume the Source Forts Mod for Half-Life 2 to be just another CounterStrike clone. All I can say to them is duck and cover. While surreptitiously perhaps, the developers of Source Forts have placed architecture and the act of making architecture at center stage, and in so doing have lobbed a 3pointD grenade into the Pantheon of FPS clichés.
As the following collection of YouTube clips suggest, Source Forts does find the archetypal ‘Red Team’ and ‘Blue Team’ engaged in some classic capture the flag action, however with one key difference. Prior to the ‘Combat Phase’ the two teams complete a ‘Build Phase’ in which each team collaborates (by means of the Gravity Gun) to position a finite number of panel and box elements bearing team colors. These panels can be used to create protection for the flag as well as offensive, defensive, and sniping positions over and above those presented by the map itself. The strategy employed during this phase (or lack thereof) significantly impacts the success of each team to score points and generally make Ceviche of each other.
This flies in the face of typical level-design wisdom, which is to carefully orchestrate possible tactics such that no combatant is given an unfair advantage. In Source Forts this control has been given over to the users and it is precisely the capacity for imbalance that makes every new round a uniquely gripping experience, heightened by the resonance one feels with such temporary structures into which one is personally invested with respect to their efficacy and yet have been borne of a deindividuated team effort. The added ability for the user to manipulate the game environment within a layer of ‘community involvement’ represents a tremendous step forward for first-person shooters - ‘Game 2.0’, if you will, perhaps perfectly at home as a very focused, purpose-driven corner of an open-ended metaverse, not unlike many of the games that have already been developed within Second Life.
Truth be told, the Build Phase was the only time I felt the least bit useful to my fellow fraggers, if only as a mule to transport panels from the spawn point to locations of those who actually knew what they were doing with them. Despite the sense of urgency associated with building and some minor differences of opinion among the ranks I found myself engaged in relatively civilized and collegial chatting with the same strangers who did not hesitate to team kill me just seconds later.
As a further observation, while all of the seventeen maps supplied with Source Forts have yet to be personally experienced, there was suggestion of some very familiar building patterns occurring over and over again, such as there being only so many ways to plug a ventilation shaft, for example. This was further evidenced by a form of Design Control Guideline appearing in the greeting message on one of the servers to which I was connected:
The opposing team must have a realistic chance of scoring on you. Do not create ridiculous bases that require a player to crawl through 100 meter long tunnels. This will also benefit your team because it will allow you to capture the enemy’s team flag quicker since your base will be more easily navigable.
Some might take this as a lack of imagination or creativity; others might see it as having arrived at the most efficient strategic solution to a map’s base condition with no need for further variation. A quick look at one of the official discussion forums showcasing fortress designs would suggest there is no shortage of either wild creativity or pragmatic problem solving. During the Combat Phase I found myself more often than not a deer in the headlights with its entrails about to be splattered, transfixed on the stunning sculptural and spatial beauty of our utilitarian efforts.
Needless to say I will be sticking around Source Forts for a good while, nauseated, disoriented, and admittedly, a little Emo.
Chip Poutine is the author of Virtual Suburbia - the Architecture of Second Life®, reviewed on the fly.



>in so doing have lobbed a 3pointD grenade into the Pantheon of FPS clichés
But can it talk to the Ralph Lauren shop window? THAT is the test for metaversality.
I mean…metaversatility!
This was a great find, Chip. One aspect that has always fascinated me in multiplayer spaces is the addition of player created rules of behavior, such as “no camping” or “no spawn killing” — rules that are not part of the game design. The rule you cited from Source Forts about building is an example of this. I almost always find such rules an annoyance. Player-created rules, since they are outside the game system, are open to interpretation, policed inconsistently, and are actually unenforceable. To play a mod that allows you to build anything, but to have your building restricted by player-created guidelines, is–in my view–ridiculous. In a competitive game, I prefer only the rules inherent in the system. But I’m still going to try this mod — my Steam name is Tony_Walsh if anyone’s looking to meet up. Chip, can you recommend any good servers?
Prok,
To talk to a window might require a 3pointD Molotov Cocktail, or something :)
It could be on the horizon, though, considering that you can now play the original DOOM from a terminal inside of DOOM3.
Tony,
Thinking about it now, perhaps what the server admins were trying to achieve was more of a ‘Building Code’ since it impacts the function of the Forts rather than a ‘Design Control Guideline’ which is usually directed toward stylistic issues. Semantics aside I also find it kind of absurd.
As for server choice it was pretty random. I just went for the ones with peeps in ‘em. Perhaps we should meet there, Tony_Walsh. I look forward to you killing me soon!
Nice review. Although you might feel useless in a building phase, transporting blocks is a useful thing, although you get to the point where spamming the fort with blocks makes it hard for players to get around and to the point where all those blocks will be destroyed and you will be known as annoying. If you ever want to learn to build, Drop by the DigiS’s server, we frequently have players from around 09:00GMT till about 02:00GMT, during these times we well always have admins on the server, some wear the [DigiS] tag some don’t, just ask to be taught and i’m sure they will.
big natural ebony…
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Galera, eu estou aprocura desse mod do HL2 como estala ele augem min ajuda aew posta ta blzz…Fuizzzzz…