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Includes: BSP (Repacked), Nav mesh, 4 missions (1 normal, 1 intermediate, 2 advanced)
https://potato.tf:27147/mvm_timbertown_a4_advanced2_timber_torment_1548106827.dem
https://potato.tf:27147/mvm_timbertown_a4_intermediate_woodchip_wound_1548363697.dem
All my crashes are due to the magic of sv_pure, not the map. I'm sorry I don't have any written feedback, as I was crashing quite a bit.
Includes: BSP, Nav, 1 int, 1 adv.
Very overscaled edition.
Map changes:
Name change to Maple Hill. (Discovered, as sntr (I think) also pointed out, a passtime map is already called timbertown.)
Windows in spawn.
Hatch area changed.
The whole map has changed.
Probably best to just go look, the only things that remain the same are pretty much a large portion of the front and most of the right hand side path (from red POV).
Mission changes:
Fixes and what not, but I believe you tested the wrong adv last time (My fault for including it in the download), so the advanced mission will probably be new to you.
_________________
Crwhips requested to be pinged on steam when testing begins, if he's available he'd like to be present.
Also no gas passer please.
https://potato.tf:27147/mvm_maplehill_a5_adv_sawdust_storage_1551802609.dem
The deathpit is still too tucked away, with little to pull your attention to it (hell, I was only remembered of it when walking front-to-spawn when looking into it's corridor). It also strikes me something awkward to use for say giants, with the low ceiling an airblast would push them alot less futher with them hittin the ceiling and what not.
Also, not sure what is the cause of this but I crashed on this map's W1
There's no announcement by the adminstrator for when a tank enters the field
(or there might be, but very quietly? I did hear something faint in the distance when a tank did spawn, in which case the sound is playing, just not everywhere)
Mission:
[Victory] Time spent on Wave 1: 3 min 14 sec
[Failure] Time spent on Wave 2: 45 sec
[Failure] Time spent on Wave 2: 13 sec
[Victory] Time spent on Wave 2: 4 min 17 sec
[Victory] Time spent on Wave 3: 5 min 1 sec
[Victory] Time spent on Wave 4: 4 min 10 sec
[Victory] Time spent on Wave 5: 4 min 7 sec
[Victory] Time spent on Wave 6: 4 min 21 sec
[Victory] Time spent on Wave 7: 3 min 14 sec
Total success time in mission: 28 min 24 sec (96%)
Total time spent in mission: 29 min 22 sec
W7:
Having both Giant Soldiers with all their Giant 100% Resist Vacc Medics in combination with their crits and battalions support in toe (which also has crits) is way too overwhelming (the medics had nigh full health when near the hatch).
You could remove the battalions when the both Giant Soldier+Giant vacc's start showing up. Reducing everythings effective health and also having less robots firing (crits) at the player
Also, any vaccinator you use should avoid 100% resistance, as this'll turn into a game of "Where is class X to kill this vacc with Y resistance?" with classes that can't dmg the vacc either twidling their thumbs or resorting to suicidal tactics to kill the vacc in question
Includes: BSP, Nav, 1 int, 1 adv.
Map changes:
Lighting and skybox changed to give the map more life. The old settings were very drab and very yellow
RED spawn overhaul: Added a new side door and made detail work.
Added more detail work in different areas of the map.
Replaced most dev textures.
Optimised the map a bit.
Mission changes:
Crwhips made some changes.
_________________
Crwhips requested to be present when testing. His discord should be Sergeant Crweebs#2307
Also no gas passer please.
The hatch deserves a mention. Its quite possibly the smallest hatch I've ever seen. But without playing the map I don't wanna speculate on how well it works. It very well may be fine.
I noticed many small packs on the map. Usually I would be fine if a map didn't have any at all. But you can use them and I highly suggest they are not placed in highly trafficked areas. The school of thought is they are generally not enough to sustain mvm players as they are with pvp players and in my experience makes for a less enjoyable environment. Although there are other solutions if you don't want a medium pack. For example, 2 small health packs side by side. Or a small health medium ammo and small health.
A minor suggestion from jaka is to move the bot path hologram closer to the spawn exit. The exit on the right when leaving. So players can judge the bot path quicker.
That is what I have for the moment. I may have more suggestions when I actually play on the map.
https://demos.potato.tf/mvm_maplehill_b1_adv_sawdust_storage_1555692016.dem
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1717204654
I like this dropdown, but it'd be nice if there was another rock or some platform to prevent taking fall damage, like the one you already have in the corner, just to make it easier
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1717204940
If you're gonna keep using these lights, you should turn the shadowing on them off to prevent this halo effect
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1717204890
Could make this stair less steep by making it a 2:3 ratio (video below), 45 degrees looks off when there's enough height
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1717204752
This one could also be done to 2:3, but it's less of a problem since it doesn't go that high up
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1717204915
Add a clip ramp here to keep people from bumping into it?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1717204965
Stair rooms like this always look weird to me, but you could circumvent that with some OOB detailing here
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1717205002
https://www.youtube.com/watch?v=qDwo3QdTP9U
Includes: BSP, Nav, 1 int, 1 adv, some custom icons. (And 1 normal, just ignore that one)
Detail work mostly.
A few staircases have been changed to be a relatively accurate approximation modern realistic stair design when it comes to step dimensions.
As suggested by Startacker, the drop off towards the front now has a little extension bit to allow you to drop down without taking fall damage.
Better lighting has been added to the flank route for the robots. It's no longer super dark there.
A few custom assets (signs, posters, materials) has been made and put into the map.
Soundscapes have been added (if they weren't already, I forget)
Known bugs
Soundscapes are currently not switching correctly
This isn't a bug, but it is just a little bit of self criticism. As seen in the image below, green vegetation is currently found near the front. I wish I had an orange version to match the season, but currently my justification for keeping it is that perhaps some vines might stay green through autumn.
https://i.imgur.com/elXqIbS.jpg
Tell me what you think about this, I will just remove them if people feel it doesn't match the theme, though I do feel it's quite charming and adds quite a bit to an otherwise bland surface.
Some custom icons has been added, they are included in the download, they're made by Crwhips.
Other mission changes. I am not aware of all the changes precisely.
_________________
Crwhips requested to be present when testing. His discord should be Sergeant Crwhips#2307
Also no gas passer please.
just a demo if you please, if noone is present