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If you can provide us with that information, everything is good. Thanks!
Cheers, I've written a summary of the main contributions of the people on the list.
We don't expect your map to be perfect (no map is) and minor issues will not hurt you. However, I will defer the official assessment to the judges, who will leave their evaluation here when they get around to it. (Don't forget to submit a testing request to the gameday thread if you didn't already!)
Thanks.
Also, it's apparently a gatebot map with Engineers that teleport bots in (Area 52 did this too but it's not often you see people do this) and feels like it doesn't even have a lot of gatebots other than inf support or really small clumps and without the gate or Engineers to close the distance, the waves can easily take forever (I also don't know if the bomb carrier running off the ramp instead of down the ramp is intentional or just nav_generate being good at its job)
Some of the kits are oddly placed, especially that max health kit that's dead center in an area which can work as a bombpath (the building with the steep ramp can also trap the bomb inside itself somehow) and the map has flashing/blinking lights which feel incredibly out of place on any tf2 map (not to mention they don't look very 'realistic')
Our hatch area also doesn't really feel like a hatch at all because it's basically an empty room like Mannhattan but without the multiple exits or space to fight in that is Mannhattan's hatch (you really don't want to actually have to fight at this hatch because it's so cramped) and having a single spawn exit just begs to have us get spawncamped by Robots (please add another exit or another spawnroom alltogether if possible, being trapped in your spawnroom is miserable)
There are some nice sets of detailing here and there (I really like the icebox spawnroom, hasn't been done before and looks pretty nice, too) but there also are some weird things like that brick building which has a stone trim on it, the incredibly high archways and the lack of enviromental fog (this would really help make the map look better, gives you a nice sense of depth)
It also feels odd how the other side of the map has this snow theme going on while the other side has some alpine theme in the theme of Lumberyard.
I believe the 'stock' mission for this is your Advanced mode, we played it to give the map a better shot at showing the way it plays.
And most what I can say about it is without the demo is that you should try to avoid having Robots with above 'regular' health values that also aren't bigger or anything, we had a bit of confusion when the Heavies were taking a while to die before someone noticed that they have 450 health
Also you REALLY should not hide Robots on the wave bar (there was a wave with Soldiers and most of them turned out to be blackbox soldiers and another wave had Battalions Giants without the classicon), feels really frustrating when you can't really trust the Robots on the wave bar to be what they claim to be.
With all that said, here's the demo file[potato.tf] for our run.
The map is very open and big, which was sort of the point. In my testing we were able to hold ourselves in multiple areas, this might be due to variations of robot paths and the team composition, tbh that was always a concern since my testing teams consisted almost entirely of "mvm allstars" if that makes sense.
The theme variation was an attempt at making it a bit more unique or fluid or whatever, but I believe I lack the correct blend texture to go from the right type of snow to the right type of grass, so the differences turned out quite stark.
The hatch area concerns might be well founded, though I don't recall ever getting trapped in there, our teams often ended up defending by the ramp outside.
We didn't run into the bomb getting stuck ourselves I'll have to check out the demo to see exactly what you mean for that.
I'll make some changes and see what happens, thanks for the fast feedback.
https://www.dropbox.com/sh/7gl1muyq4jb6pd4/AABIomRmpuB0ga-ywuHVQKDta?dl=0
A bit late to the party, but finally after a lot of changes and things going wrong, I've made a version of the map I'm more happy with.
Changelog:
Theme completely changed to snow only! (A lot of the snow textures don't mix and some are ugly, working on it.)
A lot of new high-ground areas added throughout the map to give the players more areas which are more easily defendable.
- A building outside of the gate (also some cover right in front of the gate to bottleneck the robots a bit more)
- A balcony at ice path
- A small raised platform in the area between the gate and the hatch.
A new spawn room added, quite far from the old one, this along with reworking the hatch area with more cover, an extra door and a raised platform is added in an effort to make it less cramped and make it harder to get trapped in spawn.
The little hut with the ramp has been replaces with a more open house where the robots will jump down instead.
Overall map lighting changed to be cooler.
Also no more flickering lights, hooray.
Ontop of this, the popfile has also been reworked: wave 2, 3 and 4 are shorter and had structural changes, wave 5 and 6 are completely replaced.
Things to note: I have not had the chance to run a test on my own yet, I wanted to get this posted asap. Chip (he has reworked the popfile) has told me that he still intends to change timing and make balance tweaks to the pop.
The map is still huge, the hope is to have more gatebots and engineers to help shorten the map in case the team gets pushed back.
https://www.dropbox.com/sh/fzd58cnytpwv7w8/AADYWB_TWWq_zpkDGVp2Jibga?dl=0
Map changelog:
Added a nobuild zone outside one of the spawn areas for the robots, previously you could stall the wave forever by building a sentry there.
Changed a bit of terrain at the ice path.
Pop changelog:
Advanced:
Fixed a game breaking issue that caused bots to not spawn in properly.
Fixed some minor issues with robots.
Comes with a new pop made by Sergeant Crwhips under the name of mvm_waterlogged_Advanced.pop
Intermediate:
Reduced support count spawned on Wave 5.
https://www.dropbox.com/sh/ankesr48gzjj1oc/AACVDBdofU3zH7F249NwghSOa?dl=0
Map changelog:
Improved some navigation and fixed a few texture and navigation bugs
Pop changelog:
Advanced (Crwhips):
Fixed a broken bot on wave 2.
Download rc3d
https://www.dropbox.com/s/sh7753beioqufor/mvm_waterlogged_rc3d.zip?dl=0
Map changelog:
Improved some navigation and fixed and navigation bugs.
Added nobuild zone on the container at the front.
Fixed minor issues.
BSP is repacked for final release, reducing the filesize from 65 mb to 20 mb.
Pop Changelog:
Old Advanced pop (Now named Thorium Thunder, made by Chip) is now expert.
New Advanced pop (Now named Coldfront Cancellation, made by Crwhips) is now the main mission. (This mission was tweaked a bit, made a bit harder in places and reduced starting money to 900)
New intermediate mission (Named Flu Fight, made by Crwhips) is selected as the default mission for this download.
Old intermediate mission (Named Klondike Killzone, made by Lee Harrold) is now named accordingly.
Intermediate was a mess. It felt like a Normal than an Intermediate. The ridiculous amount of cash we get is only there for the last wave which is just an endurance advanced wave. There's also only one tank too which isn't good either.
Advanced was also messy. Giant Push Deflectors don't need the boss health bar on last wave. The Heavy Mittens boss gets stunned when the gate was capped. The only time they pushed us back on both of these missions was the last wave. We were able to defend ourselves perfectly in that choke in that large open room which isn't a good thing. I wasn't paying much attention to the missions because like before, the robots couldn't get past the choke until the last waves. The "locker room" spawn also has this weird fence on it for no reason and just feels out of place.
https://www.dropbox.com/s/yqht8isrk68oovh/mvm_waterlogged_rc4.zip?dl=0
Changelog:
Major map changes:
Map now uses vertex lighting.
Secondary spawn changed to be in the hatch area, on the opposite side of the hatch.
Gate B added at the dam along the ice path.
Engineer nest fixed (Changed to start disabled and then enable in groups as the gates get captured, mannhatten style)
The right flank at the front has been changed, this should hopefully add more variety to the gameplay at the front and provide a path for the robots to bypass the standard human defense if no care is taken to cover the top flank area.
Popfile changes:
Advanced (Colfront Cancellation) changed named to Cold Shoulder on the grounds that a mission already accepted (shiverpeaks coldfront coalition) had a very similar name.
Advanced ported to support gate B. A few changes made to make it harder, some things were fixed.
Intermediate Flu Fight now supports gate B and is a bit harder.
Keep in mind, at the time of posting this, I have not had time to run actual play tests of the new missions, and Crwhips who made the missions have not had time to properly work in the changes to the flank route at the front in the new version. These are known issues on my end and I hope it won't cause too many issues. I simply just ran out of time.
Crwhips is working on a advanced2 which should take better advantage of this new front area, which I can supple at a later date. However for keeping up with the deadline it will not be included in this download.
I have run my own full scale test, and I can confirm that the mission and changes to the map works as intended.
Edit: Updated download, forgot repacked version, oops.