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Fort Wars 2.01a

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From the creator of Desert Smite 2 and Desert Smite

Fort Wars (v 2.01a)

Fort Wars is a tactical base-building competitive game for up to 6 players based on the popular Steam RTS game "Forts".

Build your base up quickly, and spend resources to fire projectiles at your opponent's base. Things are fast, and the game-play is designed to be extremely rapid!

Buildings must be placed in a 2x2 grid and must be connected to your other buildings - but be careful, because your vital structures like Energy and Mass Generators will EXPLODE on death!

hViMYzc.png



So get together with up to 5 friends, and let the battle begin!






Patch Notes
Version 2.0: Fort Wars Changelog (v 2.0)
Version 1.21: Fort Wars Changelog (v 1.21)
Version 1.2: Fort Wars Changelog (v 1.2)
Version 1.1: Fort Wars Changelog (v1.1)


Resource Credits:
WILL_THE_ALMIGHTY -- Nuclear Explosion
Arowanna -- Energy Resource Icon
The_Silent -- Metal Armour Icon
Zanekok -- Wooden Armour Icon
Special Thanks to xWizard and Sn4ck for consistent testing and feedback!

Join the official Discord!
or Support me on Patreon.
Contents

Fort Wars 2.01a (Map)

deepstrasz

Map Reviewer
Level 68
Joined
Jun 4, 2009
Messages
18,706
Seems like a really fun map.
Nothing much to comment. Maybe spice it up with some more content, game modes. I don't know.

Replaced the Arena tag with Strategy/Risk. It's not really Tower Defense either though.

Approved.


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Level 12
Joined
Jan 4, 2014
Messages
543
Hey I just played this map with some friends and we had a blast!
It's very easy to learn and there is a good amount of complexity to it, which in my opinion is the best setup for a good map! I especially love the pacing, it takes the concept of tug of war and replaces sending units, with sending missiles. That makes the aggression much faster and more interesting! I will be looking forward to your updates!
 
Level 14
Joined
Aug 31, 2009
Messages
774
Hey I just played this map with some friends and we had a blast!
It's very easy to learn and there is a good amount of complexity to it, which in my opinion is the best setup for a good map! I especially love the pacing, it takes the concept of tug of war and replaces sending units, with sending missiles. That makes the aggression much faster and more interesting! I will be looking forward to your updates!

Thanks so much for your review!

I'm planning to add a major update in the next coming weeks - it will increase the player count to 6 people, as well as adding 2v2v2, 3v3 and 6-player free-for-all Arenas. There's also a TON of new towers / weapons coming too.
Stay tuned :D
 
Level 13
Joined
May 18, 2019
Messages
101
Super fun game here. I would like to practice differend build orders and layouts in solo gamemode with unlimited rounds. Enemy could be just the core building with 1k hp. Solo mode not needed though this is quality map map anyway!
 
Level 14
Joined
Aug 31, 2009
Messages
774
You can just launch the game with computers - they don't do anything and just sit there with their core.
True, you can't really build many towers though, as they'd die pretty fast, but you can practise your teching and APM.
 
Level 9
Joined
Dec 31, 2016
Messages
313
The game is really fast paced there's not a time to read. But this is the reason I died and it seemed strange so I thought it was bug. If it's not then the wall is extremely useless.

Also the game is not much balanced. If you get gyrocopters you kill everybody and pretty much won, if you manage to kill everyone before someone send them to you that is.
 
Last edited:
Level 14
Joined
Aug 31, 2009
Messages
774
There's counters to everything.

Assault Crafts require Tier 4 - if you're teching to that, then your opponents are not being aggressive enough.
You can also counter Assault Craft by building an Eerie Statue which can shoot down the Assault Craft immediately.
Crystalline barricades also have more HP than the Assault Craft has ammo to destroy, so it's a good trade of resources ( 67 mass per barricade vs. 100 Mass / 1000 Energy per assault craft) if you rebuild them.

The point of the Crystalline Walls is that they're classified as Unarmored - this means weapons like the Thunder Buster can't deal bonus damage to them, nor can Fire or Laser type weapons. The penalty for this is that they can't be repaired - so you have to use them carefully. They're also extremely bad against Ballista (because their bolts will pierce them) and the Cryofocus Super Weapon (due to it dealing %max life damage) and the Bunker Buster (which does more damage the more "upgraded" barricades it hits).

By comparison, Metal Barricades don't suffer from the above weaknesses - but metal barricades have other weaknesses like being expensive to repair, taking bonus damage from Thunder / Chemical weapons and the Fragmenter.

Remember: The point of the game isn't to just "upgrade everything and win" -- otherwise there would be no choice involved at all. Just because you can upgrade it, doesn't mean you should always upgrade it.

You should also take note that everyone has the exact same access to all the same weapons / buildings as you. They can absolutely counter your tactic, and you can counter them.
 
Last edited:
Level 9
Joined
Dec 31, 2016
Messages
313
K then, will try it again with a different approach.

But I don't like this desing where upgrading somehing completely changes it. It's unintuitive for me and maybe it's only my personal "thing", but when I see upgrade I expect it to be just better maybe with some extra features, not so different to the point where it loses the features it had before upgrading. That's why I thought it was a bug. It would be better if it was a separate building or at least another upgrade like the regen wall, in my opinion.
 
Level 14
Joined
Aug 31, 2009
Messages
774
I think in the case of the Crystalline Barricade, it's the only time it majorly changes function when upgrading with "Q". Pretty much everything else just gets stronger, but with higher upkeep or cost to repair.

Generally speaking "Q" makes it stronger, but more expensive.
W / E upgrades change the function, while also being more expensive.


Here's a tactic for you to try - just mixing up barricades in multiple layers. I usually have a mix of Stone / Regenerative Barricades, and put Metal where the most damaging players are. Another good thing to have a go at is the "no repair" strategy - just upgrade barricades as they get hit. Once you hit Crystalline, they regain all life upon upgrade. This spares you so much resources in repairing that you can focus it all on offense.

One of the key testers of the map Sn4ck actually won a free for all (with 5 players) without using repair bays. It was actually kind of hilarious how much pain he was throwing in everyone's direction.
 
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