MVM buffalocreek

WolfKit

L3: Member
Jun 26, 2012
128
83
My entry to the mvm contest, Buffalo Creek! In a5
Theme is a mix of Gorge and Construction pack.
This is an endurance mission. I'm using the Mech Mutilation pop file as a base and am working on changing it up.
 
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WolfKit

L3: Member
Jun 26, 2012
128
83
a3.
In case anyone feels like being really awesome, putting this up up on a server and testing it would be really helpful, for knowing what direction to take with layout and pop file changes. I'd love to set up a test myself, but finals are next week and good workable chunks of free time are hard to come by right now. :(
 

WolfKit

L3: Member
Jun 26, 2012
128
83
So, I managed to get in a test.
We failed the first wave after our engie's game crashed, but he stayed up after that and we beat the first wave on the next try. We then tried the second wave a couple of times before we gave up.
Anyways, the major feedback I got was:
-It needs to be longer
-It needs to be wider
-First area is really cluttered
-First area feels cramped
-There are no good sentry spots
-Once you lose the first area, you have to fall all the way back to hatch
-Deathpit is silly
-Pyros are too good at airblasting
-No buffalo
-Engie didn't like Righteous Bison soldiers because they shot him through his buildings
-The spine sucks
-Pillars in first area are annoying
-Height differences should be exaggerated
-No good defensive spots by the hatch
-Ceilings should be higher
-Dividing the map in two sections made it hard to see incoming enemies
-Why aren't there buffalo

...


.....

a4 will be a while.
 

Harribo

aa
Nov 1, 2009
871
851
Still, better to get plenty of issues out of the way now than in a few iterations time, I hope you don't feel disheartened by the feedback, I think the map has potential.

Also I'd like to say that I think the splitting up of the front and back end can still be done, just not so drastically, I thought those perches above left and right of the centre tunnel were nice, it's just the corridors to it were really tight and also you didn't get much of a vantage point from them to the bots starting point. People were getting mad at the Pyro not only because of the high % of projectiles they were reflecting but also because the natural advantages pyro have was exacerbated by the cramped front area.
 

WolfKit

L3: Member
Jun 26, 2012
128
83
I'm actually really glad I got this test done.
I've got a whole load of work to do with it now, but atleast I know what needs what to be done.
And yeah, I think the pyros are stronger here than on Mannworks.
 

WolfKit

L3: Member
Jun 26, 2012
128
83
Currently uploading a5, which contains a large layout change, entity work, a forward upgrade station, and higher ceilings, and much better defensive positions.
 

WolfKit

L3: Member
Jun 26, 2012
128
83
Playtest bump. Most of my entity logic seems to be broken from picking hot paths to turning off the foward upgrade station during waves, there were large gaps between spawns in waves, it turns out that the bots can jump (clumsily), ruining the climb up to the hatch, and spies were really predictable.
But atleast there weren't any glaring layout problems.
I do have some changes in mind and I'll look at the demo for more ideas. Any thoughts from anyone who tested with me would also be a great help.
 
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tyler

aa
Sep 11, 2013
5,102
4,621
Like I said in the feedback, a lot of your side areas need to be larger in general. What you've got would be fine for a regular map scale wise, but MVM needs a bit more cushion. I also left some remarks about routes near the end, check the feedback page for that.