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Potato's Custom MvM Servers potatomvm
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Potato's Custom MvM Servers potatomvm
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Tjgl 7 Apr, 2019 @ 12:02pm
[DQ] [MAP] Powerkeep
Name: Powerkeep
Entry type: Map
Contributors: Me
Last edited by Sntr; 7 Nov, 2019 @ 5:54am
Originally posted by Tjgl:
RC2
Download link [www.dropbox.com]

Map Changes
-"Changed" a bit the design of the big front building
-Added area portals in mutiples areas
-Changed multiple prop's fading distance to be less aggressive
-Reduced the walkable area of the bot's spawn so player won't be able to walk very far into bot's spawn

Missions Changes
Changed multiples attributes that weren't working like they should
Adv:
-W1: Added bots so the wave should last more than 2 minutes
-W2: Replaced Demomans bots at the start with Pyro to help the giants heater

So, when i tried to see why the boss weren't spawning, i got 2 bugs : The boss wasn't spawning or the boss was spawning but outside the spawn. So i decided to make them spawn at the right spawn as a temporary/final solution (if i do not find how to fix it).
Also, i will post another update during the week that change the third wave of the adv mission to make it last more than 2min (probably near 3m30).

I really don't know if I would be able to do an update in less than 7 day that would make my map/mission pass-able.
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Showing 1-15 of 38 comments
Tjgl 7 Apr, 2019 @ 12:02pm 
A1
Download [www.dropbox.com]

Notes:
The mission isn't the final version there is only 3/6 waves
I hope there is no missing textures
Tjgl 8 Apr, 2019 @ 12:43pm 
A1_a
Download link [www.dropbox.com]

Changelog:
Map:
  • The gate is taller and "Gate A" is on each face
  • The grinder has been lowered to the floor level
  • When the door is capture some engi nest will be disable
  • Added a sound that play when bots are no longer stun
  • The gate can now be open by every bot if they are on the trigger (only gatebots are redirected to the gate)
  • Added more light

Popfile:
  • Added wave 6 because it's the only wave where the tank goes through the gate
  • Added gatebot hat to gatebot bots
Last edited by Tjgl; 8 Apr, 2019 @ 11:10pm
Jakapoa 9 Apr, 2019 @ 12:55pm 
Forward station needs to re-enable on wave failure
Red spawn has no func_visulizers, so robots can just walk right in.
Wave 1 is borderline expert, not intermediate
Wave 2 final gatebots didn't not move from spawn
Total bot limit of 22 was reached on wave 2
Wave 3 ends with gatebots, which is something that shouldn't be done.
Please don't use tanks with +40k health on a map this small.

https://demos.potato.tf/mvm_powerkeep_a01_a_int_power_shutdown_1554836220.dem
Last edited by Jakapoa; 9 Apr, 2019 @ 12:55pm
Sntr 9 Apr, 2019 @ 2:47pm 
I really wish this map had more interesting geometry going on with it: right now we don't really have any changes in the terrain or any height variety going on anywhere, it's all really flat and that kinda leads to me not really knowing where to set up my buildings.

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.
Last edited by Sntr; 9 Apr, 2019 @ 2:48pm
Tjgl 10 Apr, 2019 @ 1:11pm 
A2
Download link [www.dropbox.com]

Changelog
Map:
  • Fixed forward station not reactivating on wave failure
  • Placed some func_nobuild where engis could get too much creative
  • Added more health pack/amo pack
  • Removed the room where there was 2 big pack
  • Now the map is during the day
  • Added func_respawnroomvisualizer to Red spawn
  • Layout transformation:
  • replaced the "modern art building" by two buildings
  • more height variety

Mission
  • Reduce some bot's spawn rate
  • Reduce normal tank health to 20k
  • Reduce final tank health to 25k
  • Reduce MaxActive (support)
  • Some miniboss has less medic / reduce number of miniboss
  • Removed stuck Soldier gatebot
  • Removed missions Spys

Notes
Now i'm going to focus on editing the layout and make the map bigger instead of making the missions.
I'm aware that there is 2 big sightline for sniper and i will try to fix that problem.
Tjgl 16 Apr, 2019 @ 9:24am 
A3
Download Link [www.dropbox.com]

Map changes
Layout changes
  • 1 New Area
  • Bots spawn has been moved backwards
  • New Building in front of the bot spawn
  • The new area is an underground path
  • Tanks that go underground will go through a "gate"/shortcut that lead to the hatch
Others changes
  • Final tank now need to wait before capping the gate
  • Added some func_nobuild
  • Added health/ammo packs
  • Added fences on top of the gate to remove a sniper sightline

Mission changes
  • Nerfed Overall
  • Gatebot should now turn off their hat when the gate is cap
  • Bots stop spawning when the 10s stun is active (after the gate is cap)
  • Fixed Some bot getting stucks in the spawn
Tjgl 17 Apr, 2019 @ 1:39pm 
A4
Download Link [www.dropbox.com]

Map Changes
  • Fixed Spawnbot respawnroom visualizer not working
  • Added a light that turn on when ennemy are spawning in the big brick building
  • Added spawnbot_invasion

Mission changes
  • Added Wave 4
  • Change starting currency to 850 (instead of 950)
  • Reduce currency win for each wave: w1 750, w2 850, w3 900, w6 1050
Tjgl 21 Apr, 2019 @ 2:28pm 
A5
Download Link [www.dropbox.com]

Map Changes
  • Added a vent that allow red to go through the gate
  • Removed the tank tunnel
  • The tank now follow the same path as the bots when it go underground
  • Reduced number of spawnbot_invasion
  • Added an alarm when the gate is getting captured
  • Added 2 warning light when bot spawn in the brick building
  • Fixed sounds when bot cap the gate
  • Now when the bots go underground, the gate is disabled
  • Added platforms in the brick building
  • The brick building is now wider
  • Replaced playerclip with trigger_push on top of the gate
  • Added a trigger_push in the forward upgrade station
  • Improved the navigation mesh

Missions Changes
  • Added wave 5 The mission is finally complete
  • Reduced tanks health
  • Reduced stats on some bots

Notes
This is probably the last "big" layout update. Now i'm going to work on the advanced mission, balance intermediate mission and work on detailling the map.
Sntr 24 Apr, 2019 @ 3:58pm 
the hdr on this map is still incredibly bright, leaving your spawn is almost like looking into the sun for me (add a tonemap controller to your map and adjust the values to bring down the light) the right-side path is basically one giant line from our spawn to theirs, so Sniper gets a free reign to shoot bots from one side of the map (the demo does point out some other sights) the forward upgrade station could have better indication on where it is, I only found it because I happened to notice a player in that room staring at a wall too intently
Tjgl 27 Apr, 2019 @ 2:41pm 
A6
Download link [www.dropbox.com]

Map Changes
  • Fixed the HDR
  • Make the vent near the grate 2 way
  • Fixed grinder
  • Finally Fixed the big sniper sightline
  • Nerfed some ammo pack
  • Added logic for multiple bombs
  • Added 2 engi nest in the underground
  • Added some windows
  • Optimized the lightmap
  • Fixed some place where engi could build a sentry unreachable by sentry buster
  • Make the cap zone bigger
  • Giant will now cap the gate before going to the hatch
  • Added an upgrade station sign near the forward upgrade station
  • Started decorating the middle area
  • Reduced the size of the flank spawn
  • Fixed Giant getting stun when the gate is cap
  • Fixed the holograms being enable during a wave
  • Added some holograms
  • Added an alarm when there is gatebots near the gate
  • Added door at the tank spawn

Mission Changes
  • Giant Soldiers now use the good icon
  • Added 2250 HP to each tank
  • Final Tank (the one that cap the gate) now have 30k HP (+5k HP)
  • W3 : Fixed Iron gauntlet Heavies not being gatebot
  • W3 : Decreased Total Count of Heavy ( 24 to 18), Reduced WaitBeforeStarting to 5
  • W4 : Removed faster reload speed from Soldiers
  • W4 : Increased WaitBetweenSpawn of huntsman Sniper (5 to 6), Reduced health to 150
  • W4 : Increased WaitBetweenSpawn of Phlog Pyro (7.5 to 9)
  • W4 : Decreased WaitBeforeStarting of support Scout (25 to 15)
  • W4 : Fixed fire vac medic not showing in the wave schedule
  • W5 : Increased WaitBetweenSpawns of gatebot Soldiers (7.5 to 9)
  • W6 : Fixed Hyper League Scout not showing the gatebot hat
  • W6 : Reduced Health of Sergeant Barrage to 20k (-5k HP)
  • W6 : Sergeant Barrage now has a bigger clip, health regen (50 HP /s) and 1.5 damage bonus

Notes
In the demos you were asking what was the spawn near the gate. It is only used by engis and it was also used by spies.
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.
Tjgl 28 Apr, 2019 @ 12:57pm 
A7
Download Link [www.dropbox.com]

Map Changes
  • Now only giants with the tag bot_gatebot will go cap the gate
  • Added some props
  • Added a flank path at the front
  • Fixed a place where player could stand on
  • Started decorating the front
  • Improved nav mesh
  • Fixed a bug where sometimes the forward upgrade station was not reactivating on wave failure
  • Removed the small Health pack where Jakapoa was sniping (above the underground entrance)

Mission Changes
  • Now when the gate is cap, one timed bomb appears (only to test if it work)
  • Put all "big" bot template in another file (robot_powerkeep)
  • Renamed the intermediate mission System Shutdown (another mission already use the old name)
  • W2 : Removed the customs attributes of the Spammer Soldier
  • W2 : Support Scout now spawn when the 2 Spammer Soldier have spawned
  • W2 : Giant Scouts now spawns after all demoknights are dead (30s after), WaitBetweenSpawns increased (17.5 to 25)
  • W4 : Set the clip penalty of soldier to 0.4
  • W4 : Added the tag bot_pusher to phlog Pyro, changed their behavior to push
  • W4 : Set the passive resistance of all vac meds to 0.8, set the deployed resistance of vac meds to 0.95
  • Engis bots teleport spawnbot_invasion instead of spawnbot_main

Notes
Testing Request :
Let the bot cap the gate to enable the timed bomb
Tjgl 1 May, 2019 @ 1:36pm 
A8
Download Link [www.dropbox.com]

Map Changes
  • Added doors for the grinder
    Added a new gameplay mechanic :
    • There is now doors that can be closed to block the bot for 15s
    • Doors are closed with a button
    • Doors are instantly open by Tanks
    • Bots with the tag bot_security will open the doors in 2s if they are in front of it
    • Once the door re-open, a timer will enable (min 30s max 1min30)
    • There is a light that turn on when the door can be closed
    • There is 3 doors that block the 3 path
    • When you close a door a timed bomb will spawn (Only one spawn)

  • Fixed some bugs
  • Added a platform in the underground
  • Added some props in the underground
  • Make one roof accesible with a ramp
  • Added some lights in the underground

Mission changes
  • Nerfed Sergeant Barrage : reduced "clip size upgrade atomic" to 20 (was 26), reduced "projectile spread angle penalty" to 3 (was 5)
  • When Sergeant Barrage spawn, the grinder close
  • Updated robot_powerkeep

Testing Request
Try to play near the doors and use them
Tjgl 2 May, 2019 @ 11:10am 
Do not test, wait the next update. It should be release in 1 or 2 days
A8 b (hotfix)
Download Link [www.dropbox.com]

Map Changes
  • Changed the textures of a buildings
  • Fixed some bugs with the doors
  • Added a func_nav_prerequisite for bot with the tag "bot_security". Now, they will always go open the doors.
  • Added a custom sign that tell how the doors work (1 at each exit of RED's spawn)
  • Fixed lighting bugs
  • Added player clip on a roof

Mission Changes
Added a custom icon for bot that can open doors : engineer_security
  • Bot that can open doors now ignore the bomb
  • Added bot_security tag for Sergeant Barrage
  • All "Security Doors Unlocker" (engineers) will now use their pistol instead of their wrench

Testing Request
Try to play near the doors and use them.

Notes
This is probably the last update before beta (unless there is a bug that need to be fixed). The beta will come with the advanced mission.
Last edited by Tjgl; 4 May, 2019 @ 4:32am
Tjgl 10 May, 2019 @ 1:37pm 
B1
Download Link [www.dropbox.com]

Map Changes
  • Replaced all dev textures
  • Added some hint/skip brush
  • Started decorating outside the map
  • Cutted the long building in differents buildings
  • Artpassed one building
    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...).
  • Removed all things related to the doors
  • Set a lots of brush in func_detail
  • Changed some textures around the hatch
  • All sightlines should be fixed/nerfed

Missions Changes
Added an advanced mission made by me.
  • Removed the engineer that could open doors, removed the engineer_security icon
  • Updated robot_powerkeep with bot template for the advanced mission
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Date Posted: 7 Apr, 2019 @ 12:02pm
Posts: 38