Congratulations to Pyro, winner of Forts Map Making Competition III!
Winner
Pyro With so many quality submissions our judges were hard pressed to select 10 finalists. Their task became no easier trying to narrow it down to a single winner. In the end one map did manage to resonate with all of our panelists. To set the scene, two bases clinging to the hillsides overlooking a field of abandoned tanks amidst a landscape scarred by explosions. Pyro's map tells a story of battles past and battles yet to come.
As the winning map it qualifies for entry into the ranked map pool for the upcoming Season 15.
2nd Place
Mech70 In second place Mech70's beautiful design also produced one of the best showcases of the event. We highly recommend watching the replay currently available within the featured tab. The match was so compelling even the judges occasionally got lost in the action. For a map vying to become the next addition to the ranked pool this is high praise indeed. Allowing the players and their skills to shine is the goal of every ranked map. It also by far made the best use of an elephant out of all the submissions.
Our judges may have struggled to pick a winner for ranked but had no reservations awarding this map a place within Forts' list of included maps, available within the From Scratch tab.
3rd Place
Cronkhinator And in third place we have Cronkhinator, winner of the previous Forts Map Making Competition II. Cronkinator set out to create a spiritual successor to Skylands, keeping the variety of attack angles and the featured center obstruction, but with more immediate action and quicker resolutions. That proved to be the case in the showmatch as an attack from an unexpected direction quickly proved decisive.
Cronkhinator's crevice themed map was also selected by the judges to be included in the general map list. Making it the second map from Cronkhinator to earn a place in Forts, alongside his winning entry from last competition, Desert Ruins.
Honourable Mentions
Thonio We would also like to highlight two maps in particular that went to extraordinary lengths.
Thonio's Skylands replacement Heavy Rain was a tour de force of scripting and map design. There absolutely will not be any long, drawn out stalemates on this map. It featured several innovative mechanics and represented an enormous amount of work. It did find itself somewhat ill-treated by our map testers, all top ranked finishers from last season. As ranked players do once they were unleashed upon it they scoured it to find every possible way to secure an advantage over their opponents.
Ximsa Ximsa's subterranean battleground separated the players with destructible terrain. Oft mentioned in Forts lore it has long been a requested feature. It opens up a world of new possibilities. However, the processing demands proved too much for some participants to handle. We look forward to seeing what further optimizations and refinements can be made.
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. Forts just recently surpassed 15,000 maps on the Steam Workshop, here's to 15,000 more.
Thank you also to our showcase players, Etan, Matteo, Firework, Geiger, KillerGruetze, Teutonick 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.
In honor of Skylands, enjoy playing on these amazing new maps!
Over the past couple of months some creative members of the Forts community have been hard at work designing and building maps for the third iteration of the Forts Map Making Contest. The deadline has passed and we can now say the quality of submissions has raised the bar again. Such was the high standard of the submitted maps, our judges had a difficult task narrowing them down, but eventually they arrived at the final ten, seen below.
Help us congratulate the successful finalists by joining us for the Forts Map Making Contest III - Finals Stream where the winning map will be chosen after a series of battles by some of the top players in the community. The winning map will be added to the ranked map pool, with the creator being awarded the Map Making Champion in-game medal. Additionally, runners-up have the chance to be added to the built-in selection of maps included with Forts.
The action starts Saturday November 6th at 8pm UTC with our judges and hosts Project Incursus and Bobereto Gaming, with contributions from judges and developers Nozehed and Blammo.
Finalists
In alphabetical order, the maps selected for inclusion in the finals stream are:
Joining us will be several of the top finishers from season 13 to help field test the maps. Current and former champions EtaN and Matteo along with Firework, Geiger, KillerGruetze, Shadow Knight Wolf, and Teutonick. Once again we would also like to thank everyone who submitted a map. Our judges struggled right up until the last second making their selections.
Discord
If you haven't already, join the Forts Official Discord server for more information on mapmaking, modding, strategy, and upcoming events.
Join us to watch as the successor to Skylands is chosen!
In the fort you were commander, Your guns were all gatling. Now you sit on the verander after a long day's battling. A drink you are sipping, Recalling fights all taxing When the sound of ripping interrupts your relaxing.
Off in the distance, From a tear on the horizon. Comes hell's resistance your officers are advisin' You issue the command 'Put them to the sword!' 'Defeat,' you demand, 'the undead horde!'
Season 13 celebrates the triumphant return of former champion EtaN. After being dethroned in season 12 by long time rival Matteo and having his record setting three season win streak snapped his response was to go 53 - 1(!) to retake the gold. An almost perfect season was thwarted on the very last day of competition by none other than last season's 3rd place finisher Firework. Matteo still managed to fight his way to silver, and reaching the podium for the first time is KillerGruetze taking bronze.
While the top 3 places receive Gold, Silver, and Bronze, every player finishing within the top 20 will receive a Season 13 Medal. Congratulations!
You may have noticed that a significant number of widespread internet disruptions occurred this season. We noticed it too. We apologize for any inconvenience this may have caused and some corrective actions that were necessary as a result.
There are only a few days left to enter Forts Map Making Contest III. The deadline is Oct 23rd 6pm UTC with the live judging taking place Nov 6th 8pm UTC. Don't miss out on your chance to create the next Forts ranked battleground!
1v1 Leaderboard
EtaN
Matteo
KillerGruetze
Bowser
Geiger
bl00dparasite
皎邬
Firework
Shadow Knight Wolf
mcc72k
Teutonick
Amburulo
[DFC] scyth3r
Noha
LongusD
Finn
Mällek
SavageGamer
sco
Malme
Season 14
Season 14 is now underway and will run through November 30th. Will your name be on the next list?
Discord
If you haven't already, join our Forts Official Discord server for discussions on weapons, strategies and modding with our friendly and helpful community!
While we love our official tournaments there are also many community run events taking place each month. In a weekly spotlight on Discord we've been highlighting different new and cool things from our amazing community. Everything from custom tournaments, new maps and mods, fan art projects and more.
If you haven't joined the Forts Official Discord yet here's a small taste from past spotlights.
So many tournaments!
Forts players certainly enjoy their competitions.
Reloflex's 2v2 Forts Pro League finished out its second season and crowned a new pair of champions. No spoilers, but they won't have much time to savor their victory because signups for Season 3 area already underway.
Jdebrusk987 organized a series of weekly tournaments including 1v1, 2v2, and 3v3 which you can watch on his channel.
Jehdo held a massive 16 player 1v1 tournament to close out the summer and generously put forth $1,000 for the prize fund. If you want to see who came away with cash watch his Summer Championship along with co-casters Bobereto and Project Incursus .
For something a little different CronkhinatorYT's fourth AI tournament pitted pairs of player designed AI bases against one another on a classic map. Watching these AI's battle was not only highly entertaining, but also highly informative. Watch as the casters, once again Bobereto and Project Incursus break down the AI's strengths and weaknesses and explain how to exploit them.
Mortars raining down during the AI Tournament
International Discords
Forts is so fortunate to have players from all around the globe, several of which have formed their own community Discords.
A humorous tongue in cheek animation series Gary the Gunner from SnowmanXL.
Fan project 3D Forts has set the ambitious goal of recreating Forts in a 3D setting. Check out their progress, animations, printable models and maybe even take part yourself.
This amazing 3D cannon render headlining a spotlight banner from Discord
Mods
The Observer Tools mod from Ximsa is a staple addition to many tournaments allowing casters to monitor resources, APM, reactor health and more during the match. Recently updated with commander auto detection.
This amazingly useful and satisfying Damage Indicators mod from LancenShield is a sandbox utility that calculates the damage done to a fort. It shows not only the value of everything destroyed but also the repair costs incurred.
The Damage Calculator mod in the aftermath of a warhead strike
New Guides
If you're new to Forts and wondering about the different versions here's a guide to explain what's in the free Tons of Guns update and also the Moonshot DLC. Intro to ToG and Moonshot
And if you've been considering trying out multiplayer here's a guide to help with the transition between the single player campaigns and multiplayer. Get caught up on all the multiplayer changes resulting from updates and balance patches. Getting Ready for Multiplayer
And a friendly reminder, Forts Map Making Contest III is still open to submissions until Oct 23rd 6pm UTC.
We're excited to bring you this belated regular update today - it was originally scheduled for the beginning of August. It's a little bigger than normal, but it was also delayed while we waited for our code signing certificate to be renewed. Without this various anti-virus programs will flag the executable as potentially malicious as it has no existing reputation.
This update is primarily aimed at satisfying our commitment to a stable, correctly functioning and balanced game. Of course this is an ongoing process due to the complexity of Forts, but it is a big step in that direction.
The most visible improvement may be the high resolution cursors. The ranked medal popup has been broken into rows, and each medal receives a description. To accommodate more medals we have re-arranged the ranked match screen. The built-in unlimited resource mods were actually capped internally. This has been fixed, but also the maximum cost values that items can display has increased to 1 billion - after which it is capped to prevent text overlap. The maximum storage capacity that can be displayed now has 5 digits.
The biggest balance change may be that Warheads take 30 seconds longer to build. Or it could be that repair stations are faster at clearing smoke, making them viable for defending against missiles and rockets. To make the Moonshot campaign a little easier, we've made the Shotgun spread its projectiles evenly.
Skylands has been removed from the Ranked map pool. We can hear the cheering now! On occasion ranked scores are randomly lost, with an elusive cause. This update attempts to address that, but there may be more work to do.
As a usability improvement for new players, when deleting a joint it is automatically deselected. Fans of the triple-delete quick scrap 'feature' can check the new option 'Keep Joint Selection on Scrap' to revert to the original behaviour.
Under the hood, many crashes, exploits, and a desync have been fixed. For example, you could create a tiny door by placing a weapon behind a short segment of bracing. Another one is ground devices (such as a mine) could be placed over bracing while it is converting to armour. Commanders could be self-charged by dropping a device with splash damage onto a structure.
Ground co-incident struts, which have caused a few problems - such as allowing extrusion to bridge ground blocks internally - should be a thing of the past. In a similar vein, devices could be built inside of the ground when the platform below it was close.
There were some inconsistencies with reclaim values that are now sorted. A fairly common crash occurred when building devices over barrier materials when the conversion could not be afforded - which wasn't meant to be allowed anyway. The repair station had a few problems, working for and against it.
Mods could introduce some excessive or invalid values that caused stability issues due to floating point rounding and arithmetic errors. Indeterminate values such as 0/0 are now rejected, and instead the game's default value is used. All values are now clamped by default to [-10e11, +10e11] (i.e. 1 trillion). Some values have narrower clamping ranges. See the change list for specifics.
The map editor has an important fix: you can now use extrusion while the simulation is paused, as well as a few other improvements.
There's much more; the full change list can be viewed below. We hope you enjoy this update, and invite you to provide feedback here or via the Official Forts Discord.
Cheers, EWG
Changelist 2021-09-09
Add: description text to medals shown under popup and in ranked match screen on rollover Add: tooltip, preview reclaim value and time when confirming node deletion Add: background name to \print_background command Add: BUILDERROR_NEED_SPOTTER value for OnBuildError script event
Balance: (Heavy Mortar) remove drag to be consistent with the incendiary mortar and to aide AI aim Balance: (Flak, Shotgun, EMP, Rocket, 20mm, Repair Station and Smoke Bomb) set at a consistent 25%-50% reclaim instead of 50%-90% Balance: (Shotgun) projectiles have an even spread in the Moonshot campaign Balance: (Warhead) increase build time by 30 seconds Balance: (Armourdillo) AP-minigun projectiles deflect the same angle as AP-sniper are blocked Balance: (Repair Station) increase rate of smoke clearing by 30%, in time for AA to counter missiles Balance: (Pillars, Skylands) lower wind and view floor to compensate for bug fix
Improve: deselect node when you delete it, including when unsuccessful Improve: add 'Keep Joint Selection On Scrap' option to retain original behaviour Improve: high resolution cursor textures Improve: break medal popup into rows of 5 Improve: disable submarine ping noise on friends & private lobbies Improve: add fast reload to the firing range training mission in the Moonshot campaign Improve: (Ranked) remove skylands (players forfeiting just to avoid playing it) Improve: increase max capacity digits on resource panel to 5 Improve: don't show error effect on the node when deleting a node and a link is occupied by a device Improve: faction variations are applied by sprite name using AddFactionSpriteStateByName rather than fixed index Improve: default reclaim values added to rules for standardisation, removed relevant values from vanilla devices and weapons Improve: new chat messages don't scroll you back to the present unless you sent them Improve: if weapon is refired and opens doors, but you decide to close the door, it stops trying Improve: (Portal HUD item) updated to have alpha maps consistent with other materials Improve: localised generic strings in medal descriptions Improve: split ranked match screen vertically and split the trophy cabinet over rows Improve: (Map Editor) Ctrl + N key creates a square block instead of an empty one Improve: disabling tips prevents Sandbox and Eagle Eye tips from showing Improve: when previewing a device show structure recession costs if any and highlight unaffordable costs Improve: non-symmetrical effects are larger, more opaque and show for longer Improve: the documentation of several script functions Improve: when new lines appear in console while scrolling, it no longer jumps to present Improve: reduced size of cycle preview buttons to avoid pixilation Improve: clamp material SpringDamping to [0, 10e11] Improve: clamp material AirDrag to [0, 10e11] Improve: clamp material MaxCompression to [0, 1] Improve: clamp material MaxExpansion to [1, 100] Improve: clamp material Pretension to [0, 2] Improve: clamp material MinLength to [0, 10e11] Improve: clamp material MaxLength to [MinLength, 10e11] Improve: clamp material MaxLinkLength to [MaxLength, 10e11] Improve: clamp material MaxSegmentLength to [1, 10e11] Improve: clamp material HitPoints to [0, 10e11]
Fix: ranked scores can be uploaded with fewer total games than when first discovered in a session Fix: (Seep) MakeArmouredVersion logs errors to the console when Tons of Guns is disabled Fix: (Armourdillo) MakeFlamingVersion isn't found when Tons of Guns is disabled, logging errors to the console Fix: (Armourdillo) repair station circle effect doesn't show up when it operates Fix: (Phantom) can't move a warhead to an inverted position Fix: (Minigun) base sprite uses machinegun arm and separate belt, inconsistent with faction sprites Fix: faction variation arms change mid reload animation Fix: portal connections to other teams remain when connecting to a neutral structure Fix: \save command doesn't copy the mission script or preview images Fix: when there is no spotter, trying to fire spawns an error sound at the origin Fix: (Smoke Bomb) base livery set to workshop instead of armoury, and gunner is not a silhouette Fix: applied damage is not transformed back to projectile hitpoints using the inverted damage multiplier, so projectiles survive, hitting a device multiple times Fix: weapon refire can make doors emit a shut_door effect when they are already shut Fix: auto-doors can be created on bracing shorter than the minimum length Fix: (Ranked Match screen) match type (e.g. 1v1) was not localised Fix: large transaction effects run off the screen Fix: large item values overflow the controls on the HUD; values can now be up to 1 billion Fix: loud blast doors when multiple are active at once Fix: unlimited resource caps can't go above UI limited amounts Fix: in some aspect ratios the medal popup is not located correctly Fix: text button initialisation is inconsistent, often preventing double clicking on a map from editing it Fix: the downward facing firing arc for inverted missiles is missing Fix: ranked lobbies show 'host speaks your language' icon Fix: (Map Editor) Press H to mirror terrain when you're moving it flips the normals (don't allow) Fix: (Map Editor) structures without a reactor when linked do not join to be owned by the same team Fix: (Map Editor) when creating a link the new node selection is not part of the undo level Fix: when background team (-2) is current, terrain blocks are made as background but are not darkened Fix: it's possible to connect to background team structure in Sandbox from neutral structure Fix: no undo level created when node and device ids are compacted Fix: non-functional portals can't receive an impact force from projectiles Fix: (guided missiles) after passing through a portal which switches direction the projectile turns into the structure Fix: ProjectileMass has a default of 0 Fix: infinite and indeterminate values in Lua tables can be passed to the game, causing crashes Fix: if a weapon is inside a background view floor then it calculates maximum visibility Fix: view floor calculation looks at wind floor blocks Fix: repair station circle effects don't match field radius Fix: if a segmented material conducts power you can select its peg and build from it Fix: if a node turns into a peg selection is retained Fix: 'English Names' checkbox isn't localised Fix: extrusion doesn't work in map editor while paused Fix: reclaim value of links shown on context menu doesn't include the reclaim of orphaned nodes Fix: menu music not resuming when forts regains focus after a battle Fix: crash when building a device over structure and not being able to afford the recession cost Fix: Tips not able to display when enabled during in-game options screen Fix: map theme previews are inconsistent or incorrect Fix: (Repair Station) structure and devices repairing manually gain benefit from distant repair stations Fix: (Repair Station) existing repairs are not affected Fix: crash when setting a new background and some terrain has textures outside of the current background folder Fix: (conversion from bracing to door) break via rotation can cause material conversions to fail Fix: barrier materials have context conversion buttons Fix: barriers will get converted to backbarriers to open up line of sight for an applicable weapon Fix: crash when watching desynced replays Fix: it's possible to build devices inside the terrain when close to a non-buildable surface Fix: (Hydra mission) the "destroy top or bottom enemy first" objective is gained when the player's fort is destroyed Fix: selecting upgrades with upgrades doesn't switch to device mode, preventing display of upgrade description in context menu Fix: standin nodes can fail to link to other standin nodes in replays due to use of invalid local client ID for search Fix: rapid pausing and unpausing during joining and play can put a client into persistent pause Fix: devices default to full reclaim Fix: short armour can be auto converted into a door Fix: devices can be built inside the terrain on coincident platforms due to the collision end edge case Fix: when both teams use phantom there is an audio bank load error message Fix: own commander can be charged via neutral device splash damage Fix: (Phantom) ungroupable weapons don't show the green line when previewing move Fix: 'invalid smoothed paint target' log spam at high refresh rates Fix: ground coincident struts can be built by extruding to a single foundation node Fix: commander points can get out of sync after applying delayed splash damage Fix: possible to extrude over ground by linking two foundations Fix: single struts rotating around foundation nodes don't break off Fix: when errors occur during loading the player can't use hotkeys due to the active console dropping Fix: infinite loop when a projectile damage multiplier against a device is zero Fix: parameter order of OnNodeCreated doesn't match documentation Fix: while replacing bracing with armour you can build a ground device over it Fix: building an inverted weapon over solid structure produces no error effect/message Fix: cycle preview button missing in map editor menu
Changelist 2021-09-14 (hotfix)
Improve: (Ledge Grab) lower wind & view floor in middle Improve: (Pillars) lower wind floor in middle and raise slightly at back Improve: differences less than 0.001 in terrain node positions that break symmetry aren't highlighted, now < 0.00001 Improve: don't show symmetry failure as errors when loading outside of the map editor Improve: clamp all values read from Lua script to [-10e11, 10e11] by default, including infinite values, warnings written to the log Improve: clamp device HitPoints to [0, 10e11] Improve: device EnergyStorageCapacity and MetalStorageCapacity increased from +/- 1e5 to 1e6 Improve: values previously clamped silently now log a warning with valid range
Fix: (desync) when building inverted devices with storage Fix: (desync on join & seek) large starting resource caps in rules can cause negative caps and incorrectly clamped balances Fix: (desync on join) when joining client clamps resources to the internal cap when it should be unlimited Fix: inverted ground devices sometimes can't be placed adjacent to other ground devices Fix: (unlimited resource cap) can't shoot weapons that have a fire cost greater than 99999 Fix: when a non-host player is viewing someone's medals and they leave the panel is not hidden Fix: when the host is looking at someone's medals in-lobby and someone else leaves the popup is hidden Fix: (Pillars) unable to build rear strut at ground level Fix: \set_ground_colour values are not restored from the map file Fix: possible crash in ModManager::ModUsesMoonshotFeaturesInternal dereferencing NULL buffer Fix: devices saved to a map with infinite hit points cause a hang when restored and shot Fix: large item costs are not correctly truncated on the HUD Fix: HUD cost values with wide characters overlap the edge of the panel Fix: alt-tabbing back to game while in MP pause menu will restart music Fix: lobby mod list can get jumbled if a workshop item finishes downloading while in lobby screen Fix: if a selected host map updates while in lobby, it doesn't update the mod list with any required mod changes
When players were asked to pick their least favorite ranked map Skylands was the clear choice by an almost 2 to 1 margin. We will fondly remember Skylands for the many tense matches along with plentiful memes, but it's time to retire from the ranked pool. How can we fill the void it will leave behind? By holding another map making competition of course!
The winning map from this tournament will follow in the footsteps of Cronkhinator's Desert Ruins and become the newest addition to the ranked pool. Furthermore, at the the discretion of the judges runners-up may also be considered for addition into the built-in maps available within the From Scratch tab.
The event will consist of two stages. Competitors have from now until 6pm UTC Oct 23rd to submit their maps in accordance with the rules below. From there, Our judges will select 10 finalists whose maps will be judged live on streams Nov 6th 8pm UTC. A group of top players will compete in exhibition matches while the judges rate the map. The winning entry will be added to the ranked map rotation pending revisions. The map creator will also be awarded the Map Making Champion medal in game and the Map Making Champion role on Discord. Don't miss your chance to help decide which map becomes a part of Forts history!
Maps will be graded according to appearance, gameplay potential, and Forts best practices. A more detailed description of the full grading criteria can be found on Discord. We look forward to seeing your creativity on display.
Congratulations to team XDXDXD winners of Tournament XX!
Only the top players from previous ranked seasons qualified for tournament entry and the concentration of talent was intense. Individually team XDXDXD's members hold first and second place for the last four ranked seasons. That's counting only the first two players from their roster by the way. With a dream team like this assembled did anyone else stand a chance? Or should they have just gone ahead and handed them the trophy?
Not so fast.
Three other teams were willing to meet the challenge despite the odds against them. And in match four Nerf Nukes shocked XDXDXD sending them down into the lower bracket to face Base Erasers if they wanted to reach the finals. After regrouping and surviving the best of three they came roaring back into the finals for a rematch against Nerf Nukes. Staring down sudden death and needing two wins to Nerf Nuke's one, they survived an epic Close Quarters slugfest that went the distance before sealing the win on Squirrel's Peak. In doing so they also became the first team to win a tournament after being knocked into the lower bracket. Congratulations!
*XDXDXD Team Captain was unable to participate due to wildfire activity, stay safe everyone.
And an honourable mention to team Hodge Pogs, who were willing to dive in when everyone else was too intimidated and whose unconventional tactics came perilously close to producing an upset.
Tournament replays will be made available through the Featured tab in the Replays menu within the next few days.
A German language cast is available for a short time from Goldspammers TV while individual matches with commentary are being added at Salzwerk YT
Thanks to English caster and lobby host Bobereto and caster Project Incursus with Special commentator EWG Developer Nozehed. And Ximsa creator of the Observer Tools mod.
You can watch the English cast of the tournament at:
If you haven't already, join our Forts Official Discord server for discussions on weapons, strategies and modding with our friendly and helpful community!
Season 12 marks the end of an era as Matteo breaks two streaks at once, EtaN's record setting three consecutive victories and his own run of three runner-up finishes. With their places reversed, Matteo in 1st and EtaN in 2nd, it is now his turn to face the pressure of defending the title. In 3rd place we have Firework taking the final spot atop the podium for the second straight season. Can he draw inspiration from the shakeup at the top?
While the top 3 finishers receive Gold, Silver, and Bronze, every player finishing within the top 20 will receive a Season 12 Medal. Congratulations!
Achieving a top 20 placement was made even more difficult this season due to an unfortunate rise in the number of players engaging in ranked misconduct. Their rankings have been forfeited and temporary bans applied. An additional number of accounts have also been flagged for enhanced monitoring throughout the upcoming season. While necessary, the extra time spent on enforcement has come at the cost of delaying or scaling back other events for the community.
Nevertheless, Tournament XX takes place on the 14th and signups are still open. Follow the link for full details.
1v1 Leaderboard
[XD1] Matteo
[XD2] EtaN
[XD3] Firework
[GFE]Finn
[GFE] Geiger
dab_u
Teutonick
[GFE]mcc72k
WIG_Yibo
AlexD
bl00dparasite
von Eagle
[GFE] Bowser
[GFE]Amburulo
sco
[GFE] KillerGruetze
Zupper
Taichu
i am noob
Crassus
Season 13
Season 13 is now underway and will run through September 30th. Will your name be on the next list?
Discord
If you haven't already, join our Forts Official Discord server for discussions on weapons, strategies and modding with our friendly and helpful community!
As teased last month on the Forts Official Discord Tournament XX will be held on August 14th at the North American friendly time of 4PM EDT. Players from all regions are still welcome to participate of course. But it may be rather late or early depending on your local timezone. To keep up with all the latest Forts news and get advance notice on upcoming events, be sure to join us on Discord at the link above.
The format will be 4v4 Death Match double elimination and the theme of Tournament XX will be Up Close and Personal. As the rounds progress the circlemaps will bring players closer together to share the joy. Expect early aggression, scrappy battles, and frantic action. In a final twist inspired by Reloflex's Pro League, win or lose each team may only select a given commander once during the tournament, so choose wisely!
UPDATE 8-10-21!
Tournament eligibility has been expanded to include past Ranked seasons. Players who finished within the top 100 of any previous season now qualify to enter the tournament. Check your placements here:
We are taking suggestions! If there is a map you would like to see in Tournament XX join us on Discord and let us know. Map candidates should be symmetrical, balanced for competitive play, and conducive to early game play. A great example would be the delightful Squirrel's Peak map.