Team Fortress 2

Team Fortress 2

[MVM] Overgreen
Jakapoa 20 Feb, 2018 @ 11:21pm
Some Issues With the Map
I've noticed a few issues with the map.
  • You're missing a func_flagdetectionzone around the hatch area. Without this, there will be no alarm that sounds when the bomb gets close to the hatch.

  • There needs to be a second trigger_hurt that covers the surrounding hatch area, that functions the same way that the current hatch_hurt does. This will kill players in the general area of the hatch.

  • The current hatch area does not kill you if you walk onto the destroyed hatch. Change the current hatch_hurt to not disable after 0.5 seconds. This will kill any player that walks on the destroyed hatch. It will automatically reset after the round ends. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1308517556

  • Bots do not follow the correct bomb paths. If the bots start off by taking bombpath 2 and then get to the hatch, the remaining bots will take bombpath 1. If you set up each func_nav_avoid with bomb_carrier common , that should stop them from taking the wrong paths.

  • Bots get stuck on this corner. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1308516577

  • Bots get stuck on this stack of tires. https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1308516611
Last edited by Jakapoa; 20 Feb, 2018 @ 11:24pm
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Showing 1-3 of 3 comments
SnakedSnack  [developer] 21 Feb, 2018 @ 7:59am 
Ah yeah, i am gonna fix that soon, if i don't forget. :kysathecat:
Yoovy 27 Feb, 2018 @ 11:51am 
To be honest this map is buggy for robots and map layout is wonky. Giants get stuck at doorways that are to low for them to pass, the left room to the hatch is a major shortcut to the bomb hatch and if the giants could go that way it would be very difficult, moving the spawnpoint and the hatch back a little would fix this issue and the spawndoors as InvHaezel said are way to close to the hatch. The navigation for robots isn't good either near the hatch, robots tend to get stuck on the wall(s), (they jump up and down over and over for awhile at a wall because of their navigation), Very tight space to work in which makes close combat difficult, not only that but since the map is small (which is fine) trying to keep the frontlines on a higher difficult can be frustrating or very hard to do, engineer as a example doesn't really have anygood cover spots to put his dispencer for the heavy or behind a wall while he repairs his sentry from incoming fire, when making a map you also have to think about how players will combat, play, and map layout will effect the experience. In my opinion this map is a bit far from done. If I was somehow offensive at all im sorry but this is how I think about this map. Please considered some changes.
Yoovy 27 Feb, 2018 @ 11:53am 
The map theme, idea, etc. Is all good just the layout and navigation (and some triggers/funcs as jaka said) are the problem! This map could become something better (Not saying its bad, just has errors) than it was originally. Overall the errors and bugs, good job! :steamhappy:
Last edited by Yoovy; 27 Feb, 2018 @ 11:56am
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