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Notes:
The mission isn't the final version there is only 3/6 waves
I hope there is no missing textures
Popfile:
https://demos.potato.tf/mvm_powerkeep_a01_a_int_power_shutdown_1554836220.dem
And the map is really small for a shortcut gatemap, feels like it's about as long as some of the launch maps and once that shortcut opens, it's like Decoy in terms of distance! There also are a couple of locations where Engineer can build and Sentry Busters can't get to, you may want to add some func_nobuild to those locations.
And the kits are really awkwardly and sparsely placed, feels like you have to go excessively out of your way to find ammo or health whenever you need it.
As a last thing, the front building where our forward upgrade station is feels really off. I don't know if it's supposed to be a building or what but it kinda feels like it's only there to block off some sights.
I really recommend that you don't start working on your mission this early, as drastic changes in the layout can have drastic effects on how the mission plays out.
Mission
I'm aware that there is 2 big sightline for sniper and i will try to fix that problem.
https://demos.potato.tf/mvm_powerkeep_a05_int_power_shutdown_1556139301.dem
Also in the demo someone said that it should have a gate in the underground. I tried to do something but it made the underground huge, so there won't be a gate in the underground.
And yeah when the bot go underground, the gate is disable. This is why gatebot hats were turned off.
The timed bombs will be used for the advanced mission.
I don't know why but the logic_case that choose the path choose the underground path more than the outside path.
Let the bot cap the gate to enable the timed bomb
After a lots of testing, I choose to remove the "security doors" mecanics because they were making the map unstable (reducing fps), were very buggy (lightning bugs) and were to op (could detonate sentry buster, block boss, crush to death any bots...).