Ravenfield

Ravenfield

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SuperFortress!
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Content Type: Maps
File Size
Posted
58.781 MB
Mar 14 @ 9:59am
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SuperFortress!

In 1 collection by Yul Rave (starstrafe)
Starstrafe's Maps!
32 items
Description
Assault and conquer a massive concrete fortress! Lead an armored charge across no-man's-land, take control of outposts, then close the distance and dominate the fort's unprepared defenders, starting at the gates and ending in the central control tower! Then when all is said and done, pivot your forces to defend against enemy reprisal from the rear!

Recommended Setup:
70-80 Bots, Point Match/ Battle Mode, 10-15 second respawn timer.
Specops Mode not supported.
Made by Starstrafe in the Ingame Map Editor.

Note
Ladders are currently bugged, and have only a small chance of actually working each match. Some (hopefully temporary) ugly wooden platforms provide access to the guard towers until the problem is fixed.

Also Try:
Rail City - A combined-arms city map
Villa Vendetta - A close-quarters villa arena

Lore

Far back in the history of the Eagle-Raven war, it was at one point assumed that gun and artillery technology would progress to the point where it would become the new dominant "superweapon" on the battlefield, used to exchange fire with the enemy from across entire continents! Obviously, this did not end up happening; military strategy pivoted away from giant impractical stationary guns, and instead focused on developing and refining various aircraft and guided projectiles for long-range use. This left most super-guns and super-gun-forts without a purpose, their mettle having never truly been tested in battle. What you see here is one such "superfortresses," half-heartedly tended to by a Raven garrison .

The garrisoned Raven soldiers had no expectations, nor even any contingencies for being attacked in earnest. Their fortress' guns were intimidating, but obsolete and disused; most could not no longer even properly traverse or cycle ammunition, nevermind fire. At this point, the fortress' only real strategic use was as an "overkill" defensive structure guarding a lonely mountain road leading into Raven territory, a deterrent more than anything. And indeed, that very road was so long, winding and vulnerable that it was almost considered a no-factor in any potential invasion scenario. So imagine the Ravens' utter shock and dismay when they spotted an Eagle armored column right at their doorstep! Oh, how their thoughts must have raced as they scrambled to mount what little defense they could muster! "How could this be?! Why an attack, why here and now? Do they plan to invade over the mountain road after all? Have they found some hidden use for this fort, or worse, for those massive super guns after all?! Why did our deterrent fail to deter them??Do they know something that we don't?!?"

Meanwhile, the thoughts racing through the Eagle's minds were relatively uncomplicated by comparison:

"Oh… Oh! Oh heck, oh darn oh geez, oh like, yikes, we wouldn't have attacked if we uh… if we knew they had like um uh, like a fortress thing here, like oops. Umm, oh well, buck up men, tally ho! Lock'n'load, banzai, no-one lives forever, violence of action etcetera! This road definitely probably leads somewhere!! Charge!!"

Perhaps one of these days, the reds and blues will stumble upon the concept of forward reconnaissance, but today is not that day! The battle for the questionably-useful Superfortress begins!
120 Comments
umnum May 7 @ 2:43pm 
ah well
Yul Rave (starstrafe)  [author] May 7 @ 11:30am 
i forgot to mention that in the description, the spawnpoint setup makes specops not function properly, it's the same on all my maps unfortunately.
umnum May 7 @ 1:18am 
when doing spec ops, the ravens only seem to sit in their spawns until you aggro them
King of Partrea May 4 @ 10:02pm 
baronvongames brought me here lol :steamhappy:
UNDERSCORE Apr 24 @ 6:24pm 
raven flied lore?
Lemon caro Apr 21 @ 10:21pm 
fortresses if the jdam didn't exist
Lionidas Ericson Apr 15 @ 12:49pm 
This, but 2Fort
Tank_jam Apr 13 @ 7:16am 
I used a mech mod on this it made it even more fun to push on Eagle team with a whole bunch tier 1 mechs
Yul Rave (starstrafe)  [author] Apr 12 @ 1:30pm 
@nikidemon
Ive made very sure that Pathfinding is as functional as ravenfield will allow. In my experience (no mutators), all vehicles get used, and can navigate relatively unimpeded in all locations (by bot standards) The abandoned tanks lingering forever is no more of an issue than usual; those tanks are just no-respawn tanks so when they get abandoned, they do not self destruct as the others do.

The map IS scaled in the attackers' favor, because it technically isn't a siege map, it's a breakthrough map. I specifically wanted to avoid the effect present on most fortress maps where the attackers are endlessly denied an advance until the player either cheeses it or gets bored. To aid this attacker momentum, the extra eagle turrets were optimistically places to serve as supporting artillery, which doen't really work with vanilla TOWs.
Yul Rave (starstrafe)  [author] Apr 12 @ 1:13pm 
The map's lore is designed around the fact that I can't make my own interactive cannons, so take that for what you will.