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Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
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Envy 8 Aug, 2022 @ 6:22am
[MAP] Decompose (Depot Event)
Decompose (Depot Event)
spawns:

(_1 are front spawns _2 is gate)

spawnbot_1 spawnbot_2
flankers_1 flankers_2
spawnbot_mission_spy_1 spawnbot_mission_spy_2
spawnbot_mission_sentrybuster_1 spawnbot_mission_sentrybuster_2
spawnbot_mission_sniper_1 spawnbot_mission_sniper_2

the front spawn has 2 other spawns bots can use instead of spawnbot_1 or flankers_1

spawnbot_lower
spawnbot_long

tank:
tank_path_a_1

The map has several features mission makers can use for their missions:

Portals that open up and lead players to an underworld section, underworld will give player a small buff when leaving it, can be enabled with portal_thingy_relay

Spells that appear in the underworld, can be enabled with spellbook_allow_relay (note if you enable spells a message will pop up that tells players to equip a spellbook like on most halloween maps)

download: https://tf2maps.net/downloads/decompose.14442/
Last edited by washy; 20 Sep, 2022 @ 6:50pm
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Showing 1-8 of 8 comments
Rile 24 Aug, 2022 @ 11:04am 
Demo: https://testing.potato.tf/demos/mvm_decompose_rc4_adv_genocidal_genesis-1660679016.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • Jurrell (Scout)
  • dexc34 (Soldier)
  • Sntr (Demoman)
  • DaMno (Heavy)
  • Dr. Cactus (Engineer)
  • A+drew (Medic)

Miscellaneous Feedback:
  • The clip brushes for the crystals should be using blockbullet textures rather than player clip textures.
  • The roof of the building in the center of mid (one with the vent prop surrounded by railings) should be clipped off.
  • Lamp prop above the doorway leading from bot spawn to the outside should be made non-solid.
  • All door props should be made non-solid.
  • The areaportalwindow covering the large doorway past the gate (where the bomb travels through) and the areaportalwindow right above it have aggressively low fade values. Could also increase the distance between the fade start and fade end so that the fade in is less noticeable.

Layout Feedback:
  • The path bots take to the gate is very narrow, could use a rework (Sntr's Suggestion).[imgur.com]
  • The underworld is fairly uninteresting to traverse and soldier and demo can pretty much clear the entire thing in a couple seconds. Ideally it would be made riskier/more dynamic in some way.
  • The underworld exit being just a straight drop down from so high up limits players' movement for unnnecessarily long and is a bit disorienting, and having only one exit in the center of the map limits the utility of the bonuses when the bots are concentrated in a different area. One suggestion is to have three exits for three segments of the map.
  • Put ramps or bricks/cinderblocks + player clips here[imgur.com] and here.[imgur.com]
  • Could put stairs here.[imgur.com]
Last edited by Rile; 24 Aug, 2022 @ 11:06am
Envy 24 Aug, 2022 @ 11:40am 
RC5A (version is on the servers, also i know this version posted quick after the feedback. both has existed for like a week)

-changed the path the gatebots take, they now take the same path as bombots aka sntr's suggestion
-added various ramps and platforms for easier acces to areas and such
-remade the underworld area (might rework/add to it more in the future)
-clipping improvements (blockbullets on crystals, mid building, door props etc)
Envy 24 Aug, 2022 @ 11:41am 
also quick side note: all the changes im doing on decompose will also be added to depot eventually after the submissions end.
Elizabeth 26 Aug, 2022 @ 4:31am 
Demo: https://testing.potato.tf/demos/mvm_decompose_rc5a_adv_ghoulish_genesis-1661380790.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • A+drew (Scout)
  • Birchly (Soldier)
  • Skin King (Demoman)
  • Eve (Heavy)
  • Mudun (Engineer)
  • Jurrell (Pyro)

Layout Feedback
  • Powerful headglitch[media.discordapp.net] that makes holding this choke too red sided. Needs something atop to prevent this from being abused.
  • Mix of the tree and nav mesh causing giants to occasionally get stuck here.[media.discordapp.net]
  • Underworld still needs more general risk, best done with increased life drain.
  • Several Nobuilds that prevent what should be viable building spots by stretching too far down. 1[cdn.discordapp.com], 2[cdn.discordapp.com], 3[cdn.discordapp.com], 4[cdn.discordapp.com]
  • Lot of nav connections bots think they can go walk through (light blue lines) or 1 way connections (dark blue lines) that go directly through props such as railings and fences.
  • This sniper spot[media.discordapp.net] is concerning enough that it should be looked at in some way.
  • This door feels a bit clunky with how its positioned[media.discordapp.net], needs a decent way up to it.
  • 2 Clipping problems. 1[media.discordapp.net], 2[cdn.discordapp.com]
  • A spy bot[cdn.discordapp.com] managed to spawn inside of red's spawn, unsure on where it managed to get in from but is something that needs to be addressed

Miscellaneous Feedback
  • Doors between factory interior and exterior areaportalwindows still have very aggressive fade distances that should be lightened up by about 500-1000hu
  • Same areaportalwindow setup should be utilized for the bot spawn building as it stays rendered the entire time.
  • A 2nd fog controller should be used in the underworld to help its visual appearance, since currently it feels very washed out.
Last edited by Elizabeth; 26 Aug, 2022 @ 4:36am
Envy 26 Aug, 2022 @ 7:31am 
RC6 (version is on servers)

-fixed a long sightline
-fixed z fighting
-nav fixes (stuff like lines that go through fences and such)
-increased life drain in underworld
-increased the fade distance of the area portal in the factory
-redid nobuilds (they arent big boxes anymore)
-fixed clipping around roofs
-made all windows on buildings non solid
-added a little platform thingy to a flank doorway near hatch
Envy 29 Aug, 2022 @ 11:04am 
RC6A (version is on servers)

-fixed bots being able to get stuck in the gate spawn when a break starts.
Envy 3 Sep, 2022 @ 4:00am 
RC6B (version is on servers)

-Reverted map to a previous version to try to fix the gate spawn issue. if the issue is still here i'm most likely gonna stop working on the map as ive pretty much stopped caring about it. I also have no idea where the problem comes from so yea
washy 20 Sep, 2022 @ 6:48pm 
Since Andrew has updated his mission to fix the spawn issue using point templatess with 2 hours left to spare, this map is still allowed.
Last edited by washy; 20 Sep, 2022 @ 6:49pm
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