We have good news for anyone who has picked up Forts recently or are a long-term fan: we are running a four-day sale on all Forts DLC!
DLC
Enjoyed the Forts campaign, and fancy expanding your experience? Grab Moonshot or High Seas and see what fiendish challenges the nefarious Black Penguin Oil company has in store for you!
Got one of the catchy tunes from one of our DLCs stuck in your head? Why not scoop up an original soundtrack and listen to it while playing other games?
Are you a long-time Forts player looking for a way to refresh your experience? Maybe you're enjoying the benefits of one of our many updates and want to support us in our endeavours? One of the HUD supporter packs might be what you're after!
The first Forts Pro League (FPL) regular season is nearing its end and soon four finalists will emerge. As with the recent Forts Amateur League (FAL) playoffs, the four top teams in the league will battle it out for eternal glory in the FPL playoffs. The ultimate winners will earn themselves $100 in Steam gift cards, bragging rights as the reigning champions, and the FPL Winner's medal! As with the FAL playoffs, the best player of the FPL playoffs will receive the MVP medal in recognition of their finals-shaping performance! In addition to the headline act described above, the opening act will be the Promotion Battle between the FAL playoffs runner-up ProBruh Team and the second-last qualified FPL team. The winner of this match will earn the right to participate in the FPL season 2, while the loser will be a contender in the FAL for next season.
Hagelslag Maten, having already secured an FPL season 2 berth by winning the FAL playoffs, will take the place of the bottom team from FPL regular season 1.
Once the FPL regular season has been completed in the coming days and the league places finalised, we will update you all on who is in and who is out of these events. Stay tuned!
Forts Amateur League Season 1 Playoffs Winners! SPOILERS!!!
G’day, Forts fans!
Congratulations to Hagelslag Maten for winning the inaugural season of the official Forts Amateur League!
The FAL medal is theirs to proudly display until the next season concludes and a new winner is crowned. felixwoelmuis and FreekandelBroodje have also earned a spot in the next season of the Forts Pro League to compete for the FPL trophy. In addition, felixwoelmuis was unanimously chosen by the league officials and casters as the playoff MVP for his standout sniper play and one of the greatest clutch performances of all time in the final, and will be recognised with the medal below.
ProBruhTeam was the first to take a game off of Hageslag Maten, knocking them down to the lower bracket in round two before facing them again in the best of 3 finals. They were on the cusp of victory before falling in heartbreaking fashion, battling network conditions and the indomitable felix. The replay of this match is now available in the Featured tab and we highly recommend watching with the new Observer tools (icon in the very lower left hand corner) enabled.
Their FPL dreams are still alive though, as they will have one final opportunity to face the next lowest FPL team after relegation to take their spot in next season. Stay tuned for more information!
And watch the live broadcasts here:
English Cast with Incursus and 42 scientist https://www.youtube.com/watch?v=cj29MJ8W25Q
German Casts with Salzwerk and Armordillo https://www.youtube.com/watch?v=Joi_-JXfv5M Salzwerk
Cheers, EWG
Forts Amateur League Season 1 Playoffs!
G’day, Forts fans!
The first season of the Forts Amateur League (FAL) group stage has come to an exciting end! Twelve teams have been battling it out over the last two months, and it has now come down to the final four to compete to be the inaugural FAL Championship and receive the coveted FAL Champions medal...
The winner of the FAL playoffs receives a medal and entrance into the next season of the FPL. The runner up will also get a chance at an FPL spot. But they must earn it by defeating the next lowest ranked FPL team after relegation.
FAL Playoff Teams
ProBruhTeam
Hallrassy & Vert1ks (sub schuka) Winners of Group A, dropping only a single game to knight of round table.
Hagelslag Maten
felixwoelmuis & FreekandelBroodje Winners of Group B with a perfect 10 wins out of 10 games played.
knight of round table
Shadow Knight Wolf & Island b0y (sub ??zzz) 2nd place in Group A, the only team in their group to take a game off of ProBruhTeam and force a best of 3.
HowieAccelerator
LastPaladin & LPGK 2nd place in Group B, tied with Genesis on points but advancing on their head to head match win tiebreak.
Here's the completed group stage ladder...
Heading into the playoffs, this is how the teams are matched up...
When is it going to happen?
The FAL Playoffs will take place Saturday March 25
The Season 21 results are here! If you've been following past seasons it will come as no surprise to see EtaN once again atop the rankings. Extending his streak to 9 consecutive seasons and 12 overall, will 13 prove to be his lucky number? In second place is Klapperschlange (better known as Der Benzin) reaching the top 3 for the first time after finishing 7th last season. And in 3rd, zebdww repeats their Season 20 placement and earns a second bronze medal.
While the top 3 places receive Gold, Silver, and Bronze, every player finishing within the top 20 will receive a Season 20 Medal. Congratulations to all medalists as well!
For even more competitive Forts be sure to follow the Forts Pro League with casters Project Incursus (Eng) and Salzwerk (Ger). Stay tuned to their channels as they upload highlights and match commentaries each week until the live finals.
Some Season 21 trivia:
Over 30,000 ranked matches were played making this our most active season yet.
Mortars continued their resurgence, aided by a favorable map pool they became one of the go to openings amongst the top finishers.
Balls replaced Pillars in the rotation and also as the most popular map to attempt the riskiest of core swings.
Pay respects in the comments.
1v1 Leaderboard
[SoC] EtaN
[SF] Klapperschlange
zebdww
[HAM] felixwoelmuis
WIG_籽岷妙妙屋
[WTK] Bowser
Malme
Luvigcn
[PA] Helicopter
pur
[Die] Firework
[DM] Finn
[GRL] Dranistian
[PBT] Vert1ks
I am myself
[KON] Cloud
Spinix愛
[DS] Jim_M99
[PBT] hallrassy
Armordillo
Season 22
Season 22 is already underway and will run through March 31st. This season's map pool consists of the following battlefields:
Balls
Hillfort
Ledge Grab
Desert Ruins
Vanilla
Pillars
Elite HUD
If you fancy an upgrade of your Forts user experience, pick up the new Elite HUD. This fighter cockpit-inspired UX grants players with a whole new graphical upgrade, complete with sound effects, and a supporter's medal to add to their in-game collection.
If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps/mods, and receive advance notice of upcoming events.
Cheers, EWG
Forts Multiplayer Update 1.19!
G'day Forts Fans!
We hope you had a great festive end to 2022! To get 2023 off to a great start, we are bringing you a big multiplayer update, consisting of four new exciting features: Observer HUD, Streamlined ranked multiplayer system, sprite construction kit and a new Elite HUD paid DLC. Read on!
Observer HUD
To coincide with the start of the Forts Pro League we have invested some development time in implementing a built-in observer HUD. This new system incorporates customisable stat panels for up to eight human players, combined with team name, avatar and commander readouts. The observer HUD can be toggled on an off as an observer in the lobby of a live game, or in the replay viewer. Now there should be no need to press the F8 key ever again!
Built in Observer HUD allows players to see real-time stats for all combatabts.
Streamlined Ranked Multiplayer
The second facet of this multiplayer update is to make the process of getting into a ranked multiplayer match a smoother experience. We have reduced friction from the point of electing to take part in a ranked match to the start of the battle. During this time, players will only have to make a choice of commander, having been told of the auto-selected map they are to fight upon. Chat has also been disabled in the console. This should help reduce players opting out or having the opportunity to troll each other, making the whole experience more enjoyable for all involved.
Getting into a ranked multipalyer game is now smoother than ever.
Sprite Construction Kit
It's been a while since we have added to the pool of weapon sprites available for modders. With the sprite construction kit we're giving you multiple weapons, bases, barrels and projectiles for all multiplayer factions. These are supplied in .tga format and are, with the odd exception, ready to slot into existing weapon formats, such as small (MG), tall (EMP), large (cannon) & turret (deckgun). Download them for free here.
Download the FREE palette of new weapons sprites to spice up your modding.
Elite HUD
Rounding out the multiplayer update is the release of the new Elite HUD. This fighter cockpit-inspired UX grants players with a whole new graphical upgrade, complete with sound effects, for the in-game HUD, including the main console, reactor readouts, commander gauge and replay panel.
Refresh your multiplayer experience with the new paid Elite HUD DLC. https://store.steampowered.com/app/2278070/Forts__Elite_HUD/?beta=0 Supporters will receive a bonus medal to add to their in-game collection, so head over to the store page now and receive a 20% discount for the first week.
Season 21 Ranked Maps
Forts Ranked Season 21 is already underway. The ranked map pool is as follows:
Add: Elite HUD DLC Add: Observer HUD in multiplayer and replays Add: streamlined ranked UI, see map before selecting commander Add: SetNamedScreenByZoom, SetNamedScreenByHeight, and DeleteNamedScreen script functions Add: Language() script function to allow localisation of strings when using AddStrings
Balance: (Spook) remove device construction notice delay Balance: (Scattershot active) reduce 20mm cannon spread from 0.012 to 0.0108 (-10%) Balance: (Scattershot active) reduce 20mm cannon deviation from 0.08 to 0.072 (-10%) Balance: (Armourdillo) remove reflective shields Balance: (Armourdillo) shields have 20% lower run cost again Balance: (Armourdillo) shields cost 20% less to build and repair again Balance: (Hurricane) remove 5% repair cost debuff Balance: (Caverns, Snow Leopards, Wingman, Wingman 4v4, Vanilla 4v4) wind floors better for lower forts
Improve: Workshop items available in Steam offline mode Improve: (Shockenaugh) move barrel to the end of the HUD item list for consistent key access to regular devices Improve: Move medals, and profanity options to new "Online" Options tab Improve: increase symmetry test threshold to avoid false negatives Improve: increased resolution of pause menu background Improve: show 'away from keyboard' notice to host in multiplayer lobbies and ranked waiting screen Improve: reduce mouse movement necessary to be no longer 'away from keyboard' Improve: (AlienFX lighting) prevent future attempts if loading or initialisation fails Improve: when an invite fails a message shows 'the host quit' or 'you are banned' Improve: change 'Disable left-click panning' to 'Enable left-click panning' for clarity
Optimise: enable use of compressed DDS textures Optimise: sparks rendering
Fix: friends can connect to a lobby without password Fix: Warmup animation state doesn't trigger when FireDelay > 0 Fix: (dlc2_CreateProjectile) crash when teamId is invalid Fix: (Eagle Eye) repair resets reload bank Fix: (Scattershot) error spam when team 1 has more reactors than team 2 Fix: When autodoor is off, foreground struts in front of weapons are still backgrounded Fix: Control ammo is inconsistent with shield, door and portal behaviour Fix: (UpdateLinkState) crash when currLink is NULL Fix: chat HL end tag disabling adds an extra ']' character Fix: crash when CreateNode and then SnapLink is called in same frame structure destruction Fix: disconnection message is handled twice, causing unnecessary warning Fix: (CastRay) doesn't set values for GetRayHitLinkNodeIdA() and GetRayHitLinkNodeIdB() to return Fix: memory leak when joining a game in progress Fix: unnecessary status update messages are sent at load completion, causing traffic and processing Fix: crash when returning from a featured replay Fix: degenerate rotation of props can produce an invalid angle Fix: degenerate generation of tiled props can produce an invalid angle Fix: props can have invalid angles, causing screen sized rendering Fix: Alienware LightFX.dll fails to load due to being 32-bit version Fix: (Lobby Select) lobby highlight touches righthand border and doesn't cover report button Fix: RestoreScreen, RestoreSystemScreen, CancelCameraMove and SetViewExtentsByName don't work for observers Fix: (Input) update exits prematurely if keyboard fails to acquire Fix: (Orbital Laser) doesn't recognise shields that are off as friendly structure Fix: Profanity filtering can break player name team colouring in chat system messages Fix: OnKey console spam in Black Gold mission Fix: (Up & Down 2v2) some internal terrain edges have surfaces Fix: (No Obstacle) hit with mortar objective isn't awarded when it goes through a portal Fix: (Moorings) Side 1 is unable to snap to the top left terrain corner Fix: (Flotsam & Jetsam, hard) AI build gets stuck Fix: (Abyss 2v2 MS) map not symmetric Fix: (Abyss 2v2 MS) some blocks have surfaces outside of view Fix: (Abyss 2v2) map is not symmetrical Fix: (Abyss 2v2) some blocks have surfaces outside of view
Remove: obsolete textures
Make Sure To Join Our Discord
If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps/mods, and receive advance notice of upcoming events.
Cheers, EWG
Forts 2v2 Pro League Season 1
G’day, Forts fans!
We're excited to introduce the new Forts Pro League!
First, a shoutout to Reloflex who ran his original RFPL for 2 seasons. Our new Forts Pro League is the Premier League for all things Forts Esports. The event is played in 2v2 teams and is based on seasons that will last for 4 months. Each season starts with a group stage, where placing and seeding will take place, with a Round Robin format where each team will play each other once in a Best of 3. The seasons are concluded by a Playoff where the top 8 teams will fight for the ultimate glory, and the bottom 2 play to stay in the Pro League. The Pro League will start with 10 invited teams.
When is it going to happen?
The Pro League will be starting in February and will go up until May. The Round Robin will start on February 2nd and will go up to March 31st. Once the Round Robin ends, the Knock-out stage starts: it will start on April 10th and end on April 16th. From April 17th to April 30th the final phase will begin: it’s where the Semi-finals and Finals will start. Followed by the Grand Final and Promotion/Relegation!
How to participate?
If you want to have a chance to be promoted to the Pro League, you can start by signing up for the Amateur League!
How to join:
Click on the link provided below;
Click 'Join Tournament' (you must have an account on Challengermode);
If you already have a teammate, click 'Join with Team';
You will be asked to create a team (if you do not have a team yet);
Close this window and invite your teammate (Click on your team name on the right side of the window to invite them);
Type Forts on the Search bar and go to Forts space;
Choose Amateur League;
Click 'Join Tournament' once again;
Choose your lineup and click 'Join';
Done! You are participating in the Amateur League!
This year's festive update is rolled into one of our regular Forts updates. Once again, we have updated the game with limited time holiday features. Returning are the re-skinned front end, holiday jingle and baubles, and festive tech buildings. New this year is the appearance of Santa hats on gunners, and machine guns, miniguns, 20mm and cannons that fire snowballs!
Moving on to the update proper, we have made some interesting commander balance changes, as well as the usual fixes and improvements. Read on to find out which active and passive abilities have been updated.
Traditional Chinese is now supported, and characters from all languages are always visible. No more walls of question marks! Player names are shown in team colours in the lobby and console. Audio in video recordings is now functioning without Stereo Mix, and the compression and other parameters can be edited in data/db/constants_user.lua. For those having trouble with Alt + Tab, it should work now. There's also an option in the Video tab to minimise Forts when inactive.
For modders, there's the new ReloadBank machanic introduced for the Eagle Eye update. This is inspired by FTL's charge weapons, allowing rapid fire after waiting sufficient time. Documentation to come - see Eagle Eye's weapons/weapon.lua in the meantime. There are also new Warmup and Firing sprite animation states.
Commander Balance Changes
Fast Doors - Door opening speed increased from +100% to +200%.
Door opening speed increased from +100% to +200%. - Passive
Energy shields reflect incoming projectiles. - Passive
20% reduction in shield run costs removed. - Passive
Shield build and repair bonus removed. - Passive
Reload Banking - 1. Fully loaded weapon charges 'banked' reload. 2. Banked reload icon appears under weapon. 3. Weapon fires as normal and swiftly reloads with banked reload. 4. Banked reload is fired, icon is removed, weapon reloads as normal and continues to step 1.
Medium to heavy weapons reload rapidly once after waiting for a reload cycle plus 20% (Reload Banking) - Passive
Extra mg rounds moved to active. - Active
Increased aiming arcs removed. - Passive
Laser sights can be toggled with '\' by default. - Passive
Flaming missiles, mortars and rockets never expire.
Flaming missiles, mortars and rockets never expire. - Passive
Active 20mm Cannon fires 5 projectiles at a time. Spread can be determined by proximity of cursor to weapon, the closer it is, the greater the spread.
20mm Cannon fires 5 projectiles at a time instead of 3 to accommodate extra projectile. - Active
Active 20mm Cannon spread now uniform and controllable. Slightly increase deviation. - Active
Projectile preview is proportional to shortest reactor separation (66% of the distance). - Active
20mm Cannon and Smoke bomb not excluded from +1 projectile gain. - Passive
Buzzsaw no longer has build cost increase. - Passive
Deviation change decreased from 35% to 20%. - Passive
Energy shield reflection removed. - Passive
Increased attack charge from 9000 to 11250 hitpoints (+25%). - Active
Increased damage charge from 2250 to 4500 hitpoints (+100%). - Active
Double shot snipers moved from passive to active. - Active
Burst bonus reduced from 2 to 1 projectile (-50%). - Passive
Explosive Barrel can store metal and energy (100M/3000E). - Passive
Explosive Barrel cost increased to 200M. - Passive
Battery cost reduced to 105M (-30%). - Passive
Device creation notice is delayed by 30s. - Passive
Increased attack charge from 7200 to 8640 (+20%). - Active
Increased damage charge from 3375 to 4050 (+20%). - Active
'Heavy Weapons reload instantly on miss.' Shooting down of projectiles doesn't count as missing. - Active
Auto-AA shotgun ability removed. - Passive
Change list dlc2 25 r13729
Add: 'Minimise when inactive' to options screen Video tab Add: (Christmas) added snowball projectiles and impact FX for machine gun, minigun, cannon and 20mm Add: (Eagle Eye) key to toggle laser sights, defaults to '\' Add: (OnProjectileDestroyed script event) destroyType parameter Add: (SetBlockSurface, GetSurfaceIndex script functions) documentation Add: DoorCloseDelayMultiplier and AutofireUpdatePeriodMultiplier to db/rules.lua Add: per team player name colouring in chat messages Add: reload banking mechanic - up to 10 (ReloadBank table in weapon config script) Add: separate option 'Hide Tournament Medals in Lobbies' Add: Traditional Chinese translation Add: weapon sprites have Warmup and Firing animation states
Balance: (Armourdillo Shield) remove build and repair bonus Balance: (Armourdillo) gain shield reflection Balance: (Armourdillo) increase damage charge rate by 100% Balance: (Armourdillo) increase door speed bonus from +100% to +200% Balance: (Armourdillo) reduce weapon door close delay and auto-fire update period by 75% Balance: (Armourdillo) remove 20% less shield run cost Balance: (Eagle Eye) assign reload banking to weapons except short reload weapons, Firebeam, longer reload on Deck Guns Balance: (Eagle Eye) medium to heavy weapons reload rapidly once after waiting for a reload cycle plus 20% Balance: (Eagle Eye) move extra mg rounds to active Balance: (Eagle Eye) remove increased aiming arcs Balance: (Firebird) flaming missiles, mortars and rockets don't expire Balance: (Flak) reduce damage vs mortars multiplier from 1.5x to 0.6x (-60%) Balance: (Marine Swarm) reduce build cost by 100 metal (-14%) Balance: (Marine Warhead) reduce upgrade build cost by 100 metal (-33%) Balance: (Scattershot 20mm Cannon, Smoke Bomb) no longer excluded from +1 projectile gain Balance: (Scattershot active 20mm Cannon) fires 5 projectiles at a time instead of 3 to accommodate extra projectile Balance: (Scattershot active 20mm Cannon) now uniform and controllable spray, increase deviation slightly Balance: (Scattershot active) projectile preview is proportional to shortest reactor separation (66% of the distance) Balance: (Scattershot Buzzsaw) no longer has build cost increase Balance: (Scattershot) deviation change decreased from 35% to 20% Balance: (Scattershot) increase attack charge from 9000 to 11250 hitpoints (+25%) Balance: (Scattershot) increase damage charge from 2250 to 4500 hitpoints (+100%) Balance: (Scattershot) move double shot snipers from passive to active Balance: (Scattershot) reduce burst bonus from 2 to 1 projectile (-50%) Balance: (Scattershot) remove shield reflection Balance: (Shockenaugh) add metal and energy storage to explosive barrel (100M/3000E) Balance: (Shockenaugh) gain auto-aa shotgun Balance: (Shockenaugh) increase cost of explosive barrel to 200M Balance: (Shockenaugh) reduce cost of battery to 105M (-30%) Balance: (Spook) device creation notice is delayed by 30s Balance: (Spook) increase GaugeAttackHitpoints from 7200 to 8640 (+20%) Balance: (Spook) increase GaugeDamageHitpoints from 3375 to 4050 (+20%) Balance: (Warthog active) shooting down of projectiles doesn't count as missing Balance: (Warthog) remove auto-AA shotgun
Improve: (Orbital Laser) direction of sweep is taken from direction of projectile rather than weapon Improve: (Runway, Runway2) can be grouped Improve: (shrapnel) configuration doesn't depend on machinegun projectile Improve: (Spook) initially targets the first fort horizontally opposite by default and will retarget when a player is defeated Improve: (Tutorial 2) add a flashing effect to damaged struts when awaiting repair Improve: capability for weapons to have no queue mode, or for their default to be a specific ammo index Improve: characters from all supported languages are now displayed in chat Improve: move video recording parameters from constants.lua to constants_user.lua Improve: reduce default bitrate of video recording to 1000-4000kbps to reduce file size Improve: script function documentation regarding block index Improve: terrain checksum includes all water levels Improve: update Steamworks SDK from 1.34 to 1.55 Improve: when connecting to a neutral structure doors are automatically closed
Fix: 'Achievements' translation in campaign select screen missing Fix: "AddWorkshopItem failed to retrieve item details" error (deleting handle too early) Fix: (Armourdillo active) repair cost reduction doesn't apply to devices Fix: (Eagle Eye) laser sight adjustment sound effects are spawned at the origin Fix: (Eagle Eye) shotgun reload animation is not split between start and end Fix: (EnableMaterial, EnableWeapon, EnableDeviceOfType) do not support TEAM_ANY Fix: (Flak) barrels are misaligned and overlap while shooting. Fix: (ground snapping) positions further away are ignored when there are nearby fissures Fix: (ground/grid snapping) sometimes can't snap to edges of ground Fix: (IsTeamConnectedToGroundBlock) crash when blockIndex is out of range Fix: (Phantom) moved devices are not id switched over correctly at the end of a move Fix: (Pillars) lowest buildable block has incorrect surface on underside Fix: (Rock Pools) underwater background terrain is incorrectly layered Fix: (SelectBlock) accepts invalid block indices Fix: (SetBlockVertexPos) crash when vertexIndex is invalid Fix: (Shield) when connecting to neutral shield: activates immediately after replace, allowing reflection or orbital lasers Fix: (Shield) when connecting to neutral shield: completes initial construction immediately Fix: (shrapnel) doesn't burn out when colliding with firebeam Fix: (Steam Deck) crash when multithreaded physics is enabled Fix: (trail effect) LocalPosition variable does not affect source Fix: (UniformSpread, ProjectilesEachRound > 1) immediately spawned projectiles are inconsistent with secondary Fix: (Warthog active) converting/upgrading weapons loses instant reload Fix: Alt + Tab doesn't work for some players due to video buffer not swapping when inactive Fix: change replay video capture to capture audio via custom dsp so stereo mix is no longer required Fix: desync when refire fails due to doors closing or going neutral, and later getting repaired Fix: freeze for several seconds when writing debug information after desync Fix: Orbital Laser beacon can pass through a portal while underwater. Fix: temperature icon not visible while painting a target Fix: trails with z >= 100 are drawn behind background terrain and structure Fix: unnecessary frame delay when recording full game videos Fix: when laser passes through friendly portals, background materials ignite Fix: when Orbital Laser beacon is returned to the firer by portals, it does not fire
Optimise: don't look up checksums for empty effects
Remove: 'Border' setting in Video options tab - buggy and unused
Make Sure To Join Our Discord
If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps/mods, and receive advance notice of upcoming events.
Cheers, EWG
Forts Ranked Multiplayer - Season 20 Champions!
G'day Forts fans!
The Season 20 results are here! We congratulate EtaN in 1st place, notching his 11th overall victory and extending his current winning streak to 8 seasons. Taking second is Malme continuing their steady climb up the rankings and earning their first podium spot to win silver. In 3rd place is zebdww also ascending the podium for the first time and claiming bronze after a previous best finish of 8th in Season 18. The top 3 this season once again represent three different countries, and include two first time medalists. Congratulations all!
In addition to dominating the competitive scene as a player EtaN also took the plunge into tournament organisation and hosted his first event. The EtaNless 1v1 (brought to you by EtaN) was held on Dec 10th with 16 of the best players in Forts competing. The recorded livestreams are available in English from Project Incursus and German from Salzwerk.
Some Season 20 trivia for the holidays. Desert Ruins had both the longest average match length as well as the longest individual matches of the season. Pillars had the shortest average length. And perhaps not so coincidentally also saw the greatest number of failed core swing attempts out of any map.
While the top 3 places receive Gold, Silver, and Bronze, every player finishing within the top 20 will receive a Season 20 Medal. Congratulations to all medalists as well!
1v1 Leaderboard
EtaN
Malme
zebdww
[BTA]hchao2000
cyrv
[WTF]Kriegseule
Der Benzinpreisvergleicher
Deep sir
Troupics
Finn
Dranistian
I am myself
neverLucky
mcc72k
Flinnshadow
Noha
CSS
LPGK
pur
a147e789
Season 21
Season 21 is already underway and will run through January 31st. This season's map pool consists of the following battlefields:
Abyss
Hang Time
Hillfort
Pillars
Vanilla
Desert Ruins
Make Sure To Join Our Discord
If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps/mods, and receive advance notice of upcoming events.
Cheers, EWG
Forts Map Making Contest IV - Winner: Flinnshadow!
G'day Forts fans!
To celebrate the addition of multi-level water in Forts Update 1.17 we ran the fourth edition of the Forts Map Making Contest. We had a host of great entries which our judges boiled down to the best five, which were then featured in a livestream this Saturday just gone.
After being put through their paces by some of the best players in the Forts community, the winner was selected. Congratulations to Flinnshadow for his winning entry Unearthed Aquifers! This map will feature in Sal Vaux's news bubble in the Forts front end. Flinnshadow will also receive $100 Steam gift card, with 2nd receiving $50 and 3rd $20.
The winning map features a 4v4 configuration with two forts, and two ships per team, and includes AI scripts. Flinnshadow has added a nice touch in the way that the ships move towards a fort when it has been destroyed so that it is easier to connect to the foundations and mine extra metal resources. Flinnshadow is to be commended for the high standards his map attains, with the multi-level water perfectly implemented, and the time taken to ensure the terrain looks so good! A well deserved winner!
Just pipped into second place is MandalorianJedi, who has excelled himself with his entry that recycles the volcano and fireballs feature from the Forts - High Seas campaign. As well as contending with each other, players must keep an eye on the skies as fireballs periodically rain down on all combatants. This handsome map also features a mega-rig in the middle of the map, laced with explosive barrels, and sitting in an oil slick. A very excellent entry!
Coming in third is Deltarray's 2v2 map, which has a very interesting gameplay feature: a whirlpool! As the battle progresses, a whirlpool gradually appears in the middle of the ocean, sucking in all combatants. Players must use recoil effectively to push their vessels away from the whirlpool and therefore each other. A really entertaining concept, and a worthy finalist!
Thank you to everyone who submitted a map and we wish you the best of luck in future competitions. Every competition the bar continues to rise and so many excellent maps are being produced. And remember, if you want more maps, there are over 18,000 in the workshop, of which almost 700 have AI to fight against. To find them select the 'Skirmish' filter.
Thank you also to our showcase players, Etan, Cronkinator, AlexD, and Noha for field testing the maps live on stream.
If you haven't already, join the Forts Official Discord server to find these and other maps and for more information on mapmaking, modding, strategy, and upcoming events.