Team Fortress 2

Team Fortress 2

MvM Trainyard
Showing 1-10 of 10 entries
Update: 22 Jul @ 3:49am

rc6 changelog

- Auto-apply +1 capture rate to all giant gatebots
- Prevent gatebots from immediately redirected to an arriving train before a train has fully arrived
- Widened nav_avoid on the B and C tracks
- Attempt improve gatebot's navigation to the train
- Update artpass at defender's shortcut route
- Update tripoint area between right side of robot spawn and tracks
- Update health and ammo packs at the long shed
- Add more letter signage on the capture area
- Pack custom icons into the map for Transportation mission
- Fix trains not destroying engineer's buildings and other objects
- Fix able to build ontop of the barrels in long shed
- Fix clipping on the long shed roof
- Fix missing clipping at ocean
- Fix clipping on the out of bounds barrel
- Fix players able to get stuck from train underneath shed
- Fix train's pushin triggers not start disabled
- Fix z-plane fighting at building by ocean
- Fix nodraw strip by the blu spawnroom

Update: 18 Jul @ 5:52am

rc5 changelog

- Increase train capture time from 20 to 24 seconds
- Widened the long shead above the midpoint gates
- Slightly widened robot's starting paths
- Swap the train platform layouts by the hatch
- Slightly move platform's slope path by the train capture area
- Updated left side of robot's starting spawn route
- Added a lookout post by the bomb hatch
- Added props at red's one-way shortcut shead for easier bi-directional usage
- Updated defenders spawnroom doors to be move obvious
- Updated several health and ammo packs size and positions
- Improve logic for orange bomb auto-pickup right as the train has been captured
- Give movement slowdown to gatebots instead of pushing into train when capturing it
- Slightly widened gatebot train's pushin triggers on capture
- Updated a few engi hints at second half of the area by the hatch
- Improve bot navigations on train tracks
- Trigger nav refreshes sooner from train's arrival and departure
- Updated func_brush size inside blue train when stationed
- Fix bomb arrows and its pathing never rerolled from wave completion
- Fix nodraw in red spawnroom
- Fix robots able to enter red spawnroom
- Fix out of bounds spot at red spawnroom
- Fix small clipping in generator room
- Fix prop clipping from metal beam supports

Update: 9 Jul @ 2:01pm

rc4 changelog

- Reroute the whole underground area to an existing widened path that was used for defenders as a shortcut
- Repositioned large metal beams
- Redesigned container dockyard area
- Redesigned bomb hatch area
- Update gatebot train model and aesthetics
- Give an outline flash to train bomb prop when its in the process of being captured
- Update "Red Bomb" to no longer use CTF gametype, giving an orange gatebot glow outline instead
- Force gatebots to immediately pickup train bomb on train capture
- Smoothened tank curve paths
- Increase random spread on train appearances
- Added giant cargo ship prop at ocean as a backdrop
- Minor detail updates for public domain usage
- Pack custom robot icon assets into the map
- Remove info text posters at the hatch area
- Improve trigger_push for gatebots in train
- Improve train kill hitbox
- Repositioned train alarm sounds to be quieter
- Updated clip brushes on the rail tracks
- Fix reanimator able to block train from moving
- Fix non-blue trains positioned lower than expected
- Fix trains spawning at an odd position for a frame
- Fix edge case gatebots capturing train A not being converted to non-gatebot
- Fix first train lights not flashes when train approaches
- Fix train lights shown stuck after a map refresh
- Fix train gates from midpoint not crushing clients on closes
- Fix sliding container moving inproperly from certain cases
- Add a banana

Update: 20 Oct, 2018 @ 9:34am

rc3d changelog

- Added tags bot_right and bot_left for mission makers, robots with this tag will take right/main path or left/flank path at station
- Fixed spot Sentry Buster can get stuck in

Update: 15 Sep, 2018 @ 11:57am

rc3c changelog

- Added relays to reset trains during mid-wave and allows spawn relay to be triggered again for mission makers
- Added engi relays to enable/disable engi hints outside of train capture area for mission makers
- Moved/updated many engi hints & added teleporter support
- Added new robot spawnpoint names

All details into making missions for trainyard can be found in zip file example.pop

Update: 11 Sep, 2018 @ 9:48am

rc3b changelog

- Added boss_relay_start and boss_relay_end for mission makers to trigger relay
- - Random train spawns don't appear, trains robots capture still appears though
- - Closes gate nearby the water

- Fixed players able to get stuck inside the wall using trains
- Fixed players able to escape the map using reanimator and trains
- Fixed one of the train props not having collisions
- Fixed some of the robot holograms in incorrect position

Update: 13 Jun, 2018 @ 4:35am

rc3a changelog

- Readded metal bars in centre of the map
- Added railing by the side of the water
- Fixed robots getting stuck in right side of spawn
- Fixed visuals in new room
- Fixed train visuals when spawned

Update: 5 Jun, 2018 @ 3:24am

rc3 changelog

- Minor detail improvements
- Removed Metal bars in centre of the map
- Cash piles stuck from train now gets auto-collected
- Fixed gatebots sometimes attempted to capture wrong train
- Fixed sniper bot behaviour
- Fixed z-plane on forward upgrade station
- Improved nav file

Update: 9 May, 2018 @ 3:44pm

rc2 changelog

- major detail improvement
- added flank connector from ontop of C-D station to main hallway
- added robot tag bot_flank for mission makers, robots will take flank paths
- moved/updated many health/ammo packs
- redone non-robots trains logic
- fixed able to escape the map using trains
- fixed crates being non-solid

Update: 7 Oct, 2017 @ 4:18am