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https://www.dropbox.com/sh/gqcmvr4799hsxzn/AACBiR9ulU07V8Q9C0IXG6vPa?dl=0
Notes:
Currently uses advanced mission from airdrop for general layout test. (hoo boy that'll be bad.)
(Mission also might use some icons that are not available, but that doesn't really matter since once layout would be alright I'll do new missions from scratch)
Currently found a little bit of problem with .nav file, will post an update shortly.
Though, that shouldn't really affect current mission, I guess.
https://www.dropbox.com/sh/gqcmvr4799hsxzn/AACBiR9ulU07V8Q9C0IXG6vPa?dl=0
Fixed up nav mesh little bit more.
Also added templates for needed bots, forgot about those.
Known problems: It's possible to get bomb on top of the hut near spawn with knockback crap. Wonder if there's any way to teleport bomb with map logic and stuff? Fixed in a2
Bots on airdrop0 might decide to head back to spawn for some reason. Usually that would lead to them teleporting back and forth a bit, but then they should come down. Will fix that in alpha 2, I guess.
Missed nobuild in that one big building thing. Damn it. Fixed in a2
Going to wait for playtest of a1 for now, then apply some of the feedback stuff to a2 and then update stuff.
https://www.dropbox.com/sh/gqcmvr4799hsxzn/AACBiR9ulU07V8Q9C0IXG6vPa?dl=0
Uuuuhhh, remember what I said about Alpha 2? Scratch that, here's the fixes for the missing nobuild and the bomb teleport-outta-restricted-area stuff.
Still didn't fix bots teleporting back up when trying to fly back to the spawn on airdrop0 tho.
Some post map rambling: https://potato.tf:27147/mvm_aircrap_a1a_airdrop_advanced_1554482400.dem
You need multiple spawn exits to prevent bots from spawncamping the 1 exit that exists, also use windows (or the shutterdoors that have windows in them) so the player knows which spawn exit (once you get multiple) is safe to use.
Personal gripe: use different colours of dev texture (more than white and light-grey), it helps to identifying and differentiate things
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1703971783
Consider making this wall a chainlink fence, gives the players a bit of headsup what they're running(or rather, jumping) into.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1703971737
Occasionally airdropped bots would land the level where my spray (the :^) ), is this intentional? As an airdropped giant landing there could flank players holding the front and turn the tide.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1703971673
This "lump" I suppose I'll call it turns the front into a big (or rather, narrow) choke as the bots almost always walk through the left side, only accidently walking around it. This makes the front very easy to hold, the only show of force that can break it will push you back to roughly the middle of the map where the next effective chokes await us (the corners the bots have to turn on either side). I suggest you remove it, the players already have enough cover with the "other lump" where the supplies are hiding behind
https://www.dropbox.com/sh/gqcmvr4799hsxzn/AACBiR9ulU07V8Q9C0IXG6vPa?dl=0
Changes: Added all sorts of different stuff while waiting for feedback, including airdropping tanks, bot attribute changers and "break time" logic.
From requested stuff:
- Made fence between 1st and 2nd zone transparent.
- Added forward upgrade station. I'll decorate it later.
- Replaced "lump" at the front with smaller rock, also added some nav_avoids for bots to randomize their pathes.
- Added 2nd spawn door, (doors also got windows now!) also adjusted a little bit scaling at the hatch area.
- Made stairs EVEN BIGGER
- Fixed some airdropped bots warping back into the sky.
uhhh, iirc that's all.
Mission for the test is the same, I added some more whistles here and there. (Next time I guess I could borrow missions from radar, just for the testing)
Also, about testing, if you'd take map for the run, notify me about it, perhaps I'll join in as well. But feel free to run it without me.
https://www.dropbox.com/sh/gqcmvr4799hsxzn/AACBiR9ulU07V8Q9C0IXG6vPa?dl=0
Oops. Forgot to add more nobuilds in some areas, including newly built upgrade station.
https://www.dropbox.com/sh/gqcmvr4799hsxzn/AACBiR9ulU07V8Q9C0IXG6vPa?dl=0
Changes:
- Added unnecessary custom models
- Cover at front is now higher
- Removed part of the ramp at front
- Added respawnroomvisualizers in air for parachuting bots so they'll know their limits. Kinda.
- Added fence on ramp connecting middle and front.
- Threw around a little bit of cover near player's spawn and on the left path. Not sure if little stuff that I added is enough, though.
- Nav_avoided barn shortcut.
- Airdrops should now be able to handle bot scale that's around 1.9 without bots getting stucc.
Used mission from radar for this time. Guess heavy swarm should put all the cover to test.
As always, if it's possible, ping me so I could join in and see how stuff works.
Alpha 4
https://www.dropbox.com/sh/gqcmvr4799hsxzn/AACBiR9ulU07V8Q9C0IXG6vPa?dl=0
Changes:
- Now includes custom mission which also requires testing. It's pretty crap.
- Added more cover up front.
- Changed ramp on the front side bot spawn so it would be less "powerful". Kind of.
- Area in the barn house thing is now kind of usable.
- Moar pickups.
- Messed around with nav_avoids for giants.
- Tried to fix robots getting invincible mid-flight by splitting navs that were intersecting with bot spawnroom brush.
So, now for the test requirements, mission now is also in need of test. So, no gas gas, proj shield, and canteen spam? Mission difficulty is advanced, though amount of spam might make it go beyond bs difficulty.
anyway gl hf
Demo[demos.potato.tf]
Your pickups should have some sort of patch under them, to let players know that something is gonna spawn there if it isn't present at the time.
You should push out the respawnroom visualizer on the main bot dropdown a bit to prevent players from standing on it, 1HU out should be enough. If not, pushing it out farther but having it ramp up and down also works fine.
Overall, you're showing some really creative uses for the airdrop gimmick. I like it!
It would appear like there's already trigger_hurt installed in the tank entrance, if I'm not seeing things. Just checked it myself in offline, money seems to be picken up, though after a second or two it gets dropped. Probably gotta put up trigger in the side spawn though. Also, which respawnroom needs a no_entry thing?
Planned to do the patches for pickups once map hits beta. Though probably now I have to do them sooner?
Thanks for notifying about the blockbullets thing, didn't know it.
Guess in the meantime I'll rework the mission, gotta still wait for the demo suit to come back up.
Also, a question, didn't you feel that there, parhaps, were too much soldiers?