STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
1,293
IN-GAME
6,781
ONLINE
Founded
31 March, 2017
Language
English
Location
United States 
Showing 11-20 of 21 entries
33
[MAP] Waterlogged
Download rc4b:
https://www.dropbox.com/s/esbsml3rlsnpp7x/mvm_waterlogged_rc4b.zip?dl=0

Note: The reason the gates didn't reset last time was because the popfile called to the wrong relays on wave 2 on advanced. The map functions as intended. This was the only instance of this and it was dumb luck that you caught that one.

Note 2: Contributors list changed, see OP.

Changelog:
Right flank at the front has been slightly changed to improve visibilty.
Some areas and buildings have been retextured to look less flat or have too visible repeating textures.
An ammo pack has been added to the shed outside of red spawn (This one is for you Daan)
Fixed an issue with a barrel at the front where you could place your sentry to instantly destroy all busters that spawned.
A B C markings on left flank spawns have been changed to "Loading Bay 1, 2 and 3" signs.
Area portal window at the front has been changed so it fades out much further away and more subtlely.
A small gap in the cover at the sniper balcony at the front has been covered up.
An upgrade sign has been added to the forward upgrade station.
Some props which were previously not solid, are now solid.
Added clipping brush to the container with the barrels where someone managed to get stuck (I have no idea how you managed that, I have not been able to replicate it, but better safe than sorry)
Fixed an issue where after the robots capped gate B, they'd occationally take the long way around, instead of the direct, intended, way, making B pointless.
Various detail props and textures changed.

Popfile changes:
Advanced (Cold Shoulder)
Wave 2 fixed (See above).
Everything stated above in the feedback from previous testing has been seen to. Along with some changes based on chatting from the recording and my own notes based on what happened during the testing.

Intermediate (Flu Fight)
Untested from my side, but Crwhips tells me that he made changes according to the feedback from last test.

Thank you for bearing with this project. And thank you for making it a possibilty through Canteen Crasher, I doubt I can do much more to improve on this with the time remaining. It has been an absoloute blast to work on the project and I've had the opportunity to work with a lot of MvM players in a lot of different ways. So no matter the final verdict on this map. I appreciate all the work that has been put in to make all of this a possibilty. Thank you to Daanbox and Sntr who joined for testing when I was low on players. Thank you to Interrobang for alerting them to our need.
Download rc4:
https://www.dropbox.com/s/yqht8isrk68oovh/mvm_waterlogged_rc4.zip?dl=0

Changelog:
Major map changes:
Map now uses vertex lighting.
Secondary spawn changed to be in the hatch area, on the opposite side of the hatch.
Gate B added at the dam along the ice path.
Engineer nest fixed (Changed to start disabled and then enable in groups as the gates get captured, mannhatten style)
The right flank at the front has been changed, this should hopefully add more variety to the gameplay at the front and provide a path for the robots to bypass the standard human defense if no care is taken to cover the top flank area.

Popfile changes:
Advanced (Colfront Cancellation) changed named to Cold Shoulder on the grounds that a mission already accepted (shiverpeaks coldfront coalition) had a very similar name.
Advanced ported to support gate B. A few changes made to make it harder, some things were fixed.

Intermediate Flu Fight now supports gate B and is a bit harder.

Keep in mind, at the time of posting this, I have not had time to run actual play tests of the new missions, and Crwhips who made the missions have not had time to properly work in the changes to the flank route at the front in the new version. These are known issues on my end and I hope it won't cause too many issues. I simply just ran out of time.
Crwhips is working on a advanced2 which should take better advantage of this new front area, which I can supple at a later date. However for keeping up with the deadline it will not be included in this download.


I have run my own full scale test, and I can confirm that the mission and changes to the map works as intended.

Edit: Updated download, forgot repacked version, oops.
Download version rc3a
https://www.dropbox.com/sh/7gl1muyq4jb6pd4/AABIomRmpuB0ga-ywuHVQKDta?dl=0

A bit late to the party, but finally after a lot of changes and things going wrong, I've made a version of the map I'm more happy with.

Changelog:
Theme completely changed to snow only! (A lot of the snow textures don't mix and some are ugly, working on it.)
A lot of new high-ground areas added throughout the map to give the players more areas which are more easily defendable.
- A building outside of the gate (also some cover right in front of the gate to bottleneck the robots a bit more)
- A balcony at ice path
- A small raised platform in the area between the gate and the hatch.
A new spawn room added, quite far from the old one, this along with reworking the hatch area with more cover, an extra door and a raised platform is added in an effort to make it less cramped and make it harder to get trapped in spawn.
The little hut with the ramp has been replaces with a more open house where the robots will jump down instead.
Overall map lighting changed to be cooler.
Also no more flickering lights, hooray.

Ontop of this, the popfile has also been reworked: wave 2, 3 and 4 are shorter and had structural changes, wave 5 and 6 are completely replaced.

Things to note: I have not had the chance to run a test on my own yet, I wanted to get this posted asap. Chip (he has reworked the popfile) has told me that he still intends to change timing and make balance tweaks to the pop.
The map is still huge, the hope is to have more gatebots and engineers to help shorten the map in case the team gets pushed back.
Waterlogged has been a big project, I've worked on it since the canteen crasher was brought to my attention. More people have helped, in some way or another, than I can possibly remember. However the map would not be where it is today without the input of the 6 other people listed below. I know that is one more than the maximum contributor count allows, but I cannot choose between these people as their input has all been invaluable for the project.

Name: Waterlogged
Entry Type: Map
Contributors: Xarcks, Sergeant Crwhips, Pope, Lee Harrold, Alexander Harrold, Scoutfingers

Each of these people have contributed to the project in their own ways as follows:
Xarcks: This is my map, I made it.
Feminist Pigeon has been supporting the project since the very beginning with both designing whole areas of the map, but also hosting during early testing, and has been an important tester throughout the development.
Dr. Pope set up a private test server, just for testing waterlogged, arranged testing sessions throughout the later development. Brought in a lot of new perspectives and people into the project.
Alexander and Lee Harrold have been on testing teams from the beginning, I don't think they missed many testing sessions and have definetely played a big role based on their feedback and experience with the game (I'm primarily a 2c player, but these two play every tour available, so their insights have been more complete than my own ever could have been). On top of that, Lee Harrold also made the intermediate pop file.
Chip has helped with testing, but also voluntered to help me write the popfile, without him we'd still be stuck with a buggy mostly unplayable mess of a popfile.
Scoutfingers has helped mostly with early testing and idea generation. He also helped gather people together for testing sessions. Scoutfingers is also aware that he may not be the most deserving of contribution, and says it's okay if he's not included.
I suppose that's your call then.

Things to note, this has all been a learning process with me, this is my first major mapping project. Because of this, things like optimisation may not be top notch. Also I don't know how to edit nav meshes, and I'm sure that the experience could be improved a lot with even simple changes to how the nav mesh works, the current one is just an automatically generated one.

Edit: Extended contributor list and "things to note" section
Edit2:
Changed the contributors list, Chip asked to be removed since he has is no longer involved with the project and got his badge through other submissions.
Feminist Pegion is removed from the project because she is no longer involved in the project and I'm no longer on speaking terms with her.
In exchange for these removals, Sergeant Crwhips has been added to the contributor list as he has been working to make the mission files, when he got involved with the project, this project already had 7 contributors, so I could not promise him a spot, however Chip suggested I'd give his spot for Crwhips.
With these changes to the contributor list, this project is now at 6 or below, and therefor require no special exceptions for extra contributors.
Showing 11-20 of 21 entries