Team Fortress 2

Team Fortress 2

MVM_Hillside
Hydrogen 7 Jul, 2015 @ 3:02pm
MvM Hillside Feedback
We tried advanced again with a new crew from Woozlez's MvM steam group. I'm posting this here since it's too big to be posted on the comments section.

Anyway, with that run, I noticed quite a few bugs on the map and flaws on the mission. So here we go.

Bugs

1. Gate doesn't close fully if a player is crushed, so if a robot gets into the control point zone, they get like a 0.5 s head start in opening the gate (this might not be fixable since it's the revive marker that's stuck in between).

https://steamhost.cn/steamcommunity_com/id/anamana-hydrogen/screenshot/449581866731800950
https://steamhost.cn/steamcommunity_com/id/anamana-hydrogen/screenshot/449581866731801177

2. As also seen in the above screenshots, the control point icon on the HUD (like the ones in mannhattan and other gatebot maps, and in cp maps) is missing. I remember v6 having it - bug?

3. Disguised spies can help capture the point and open the gate. When I was standing there I noticed a RED player jumped in and all of a sudden the gate was opening up.

4. (Big one) Tanks blow up when they collide through the gate. If the gate hasn't fully opened yet by the time the tank crashes into it, the tank explodes regardless of how much health it has. (This is most likely a trigger_hurt issue, but I'm only guessing.) In v6, when the tank comes by, it smashes the gate into smithereens and also instantly marks the control point as captured. You should probably bring that back again (it looks better and more epic that way too). If the gate is already opened fully as the tank drives along its path track, it might pass through OK, I don't know (haven't tested that yet). Nonetheless it is a bug.

5. In one of the waves in the advanced mission (I think it was 5, I don't remember), some of the normal robots were using the giant icon. If you mark a bot as miniboss, don't resize it down please. (Or it might be a bug with the way the server parses the pop file - I haven't opened the pop file yet.)

Suggestions

1. The missions could use some more robot variety classes. Have some combinations like sun on a stick scout and volcano axe pyro that, while individually somewhat pointless, are deadly together (crits on burning players). You can also throw axtinguisher pyros too. The tide turner is the best shield, so the demoknights using them will suffer from the afterburn damage (as opposed to those who use the targe at the expense of maneuvering speed). I read your guide on how to play medieval mvm; you should add robots using weapons listed in your guide. Here's an idea: crit caber demoknights. Explosions everywhere.

You can also spawn Boston Basher scouts and nullify the self hit on miss attribute (set it to 0 under ItemAttributes, that should fix that) so that players suffer from bleed damage. Either way, the advanced mission (normal one is mostly ok) can use more robot variety.

2. Going off of point #1, more giants also would be nice. Giant demoknight is actually the hardest giant to deal with (for obvious reasons), then the giant heavies. The giant soldiers were interesting, but we can use some more giants. Giant baseball scouts can work - just nerf their move speed down a bit enough so that eyelander demoknights can catch up to them. Giant ubersaw medic also works. It will also add a hilarity factor to the mission as well (the robot soldiers were funny).

3. More critboosted robots also can enhance difficulty, but don't go too overboard with it.

4. Like you mentioned in your comment, there is way too much money. On wave 7, with maxed shield, maxed eyelander, max move speed, and $300 in canteens spent, I STILL had $3120 left over. So make the advanced mission drop about $2500 less money and it should be more balanced money-wise.

5. Also like you said, the advanced mission gets repetitive, although it wasn't repetitive enough for us to be bored by it. If you throw more robots with varied loadouts and classes in the mix (like point #1 and 2 suggest) that problem should be fixed.

6. Someone suggested that you put some spooky sound (a soundscape) inside the castle. That's up to you to decide whether you want to add one in or not, but it's food for thought.

https://steamhost.cn/steamcommunity_com/id/anamana-hydrogen/screenshot/449581866731847170

Overall we had a blast, but those bugs do need addressing. Also, you can probably buff the tank health by like 20% more so that it does crash through the gates (on later parts of a wave).

Keep up the fantastic work.
Last edited by Hydrogen; 7 Jul, 2015 @ 3:11pm
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Showing 1-3 of 3 comments
Quenquent the babysitter  [developer] 8 Jul, 2015 @ 4:08am 
1. The control point take care of how much the gate is open, not the opposite. If a revive machine is under the gate, then the gate will just open 0.5 seconds later. However, I can fix it : there's apparently a way to remove revive machines, I'll look into it.

2. Mannhattan have the same problem since the Gun Mettle update. Looks like Valve don't only break their maps. I wouldn't be funny otherwise...

3. The map will receive a complete re-design soon so I can fix some problems. I will remake the map to allow gatebots only to open the gate, and spies will spawn closer to the players. This will fix that.

4. Looks like an other Gun Mettle related glitch... Anyway, with the re-design, the Tank will have an other path, and will only take the actual route if the gates are open.

5. I messed up the popfile : I gave the same icon to small bots and Giants, which makes the game confused. I will fix this too.

Anything related to the advanced mission : as I said, I will completely remake it. But I will keep in mind your criticism so I don't do the same mistakes again.

Thanks again for your feedback ;)
I played this map, and noticed some anoyances: first of all is the map to straight, instead of leading the robots to take a S formed path, they walk straight on, wich is just terrible when trying to reach them, when it would be better if their path shaped differently, while the defending can just walk the same straight line because they'll be on the roofs or jump over barricades or down a little slide.
Also could there be a balcony in the castle for snipers accesable by spawn (hard to reach in a panic, but no spies)

Also have I not tested this, but can the amputator function as a medigun? reviving teammates, healing them quicker with upgrades. otherwise theres no reason to be able to see these weapons occur in the upgrade station.

And, this idea may seem stupid, but since engineer is underpowered in medieval, what if a door opens giving the team a way higher mobility whenever a engineer is playing, just to give him some use.
StardustSpy 23 Nov, 2018 @ 7:56pm 
I feel like it’s a little- only by a margin- unbalanced as robots have the advantage, since robots will be ganging on you you will die instantly, making it really hard especially for demoknights with the Eyelander, so maybe give a little more money or reduce the bots a little each wave. That’s just my opinion
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