I'm running out of actual layout changes to make pLEASE GIVE ME LAYOUT FEEDBACK AAA
Map Changes:
-Partially modified how robots are selected to respawn after falling into the ocean: Bots with the bot_giant tag will always be considered to have the ocean_spawn tag
-Removed popfile relays: ocean_tag_relay, ocean_tag_auto_relay, and ocean_tag_off_relay (obsolete)
-Adjusted texture alignment on gate route arrows
-Improved ocean spawn jumping logic for more consistent jumps
-Players that attempt to block a robot jumping onto the Red ship from an ocean spawnpoint will be shoved out of the way, and blocking engineer buildings will be crushed
-Fixed potential bugs caused by bomb_runner robots spawning at an ocean spawnpoint
-Added new popfile relays: wave_reset_relay
-Fixed missing railing clip brush at the front of the Red ship
-Raised the ceiling in the central building's lower area by 64HU, with minor layout adjustments to fit the new space
-Minor detail adjustments
-Added a steam vent launchpad at the bottom of the central circular dropdown in the central building
-Slightly widened the Red team's ship, with minor layout adjustments to fit the new space
-Added audio cues that play when the forward upgrade station opens and closes
-Replaced the previous ocean water texture with a new custom texture that functions better as a moving water plane
-When the bomb is deployed, the Red ship will begin visibly sinking
-The gate capture zone is now outlined in hazard tape
-Fixed various floating cargo crates
-Added an arrow pointing to the gate capture zone for players exiting the building near the gate from the starboard side
-Minor adjustments to prop placements in the cargo crate area to block sightlines
-Entities instructing gatebots to capture the gate are now disabled while the robots own the gate
-Minor adjustments to health/ammo placement
-Revamped bot route selection logic
-The lights on the upgrade station now actually cast light
-Fixed a bug where changes to bomb return timers would also affect existing bomb runner bombs
-Adjusted func_nav_avoid placements to reduce the odds of a robot being accidentally pushed into an improper route
-Fixed players being able to stand in front of the doors for the cargo crate spawns
-The bombs have now been moved into the main entity room to fix an issue where they were not returning to the correct location
-Updated some trigger_hurt damage types
Starboard Strike (Intermediate Mission) Changes:
-Replaced some of the melee heavies and medics in wave 2a with shotgun heavies
-Reduced health of both bosses
-Gave wave 5b combat medics AlwaysCrit
-Other minor difficulty adjustments
Other Changes:
-Updated the README.txt file
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Welcome to my bi-annual Cargoship update. Just a warning for all 0 of you who actually follow my update notes, I fully intend to make "Updated the README.txt file" into my version of "Updated the localization files".
Map Changes:
-Rebuilt the map from the ground up
-Rebuilt the map's logic from the ground up to be easier to work with
-Made the Red ship wider across the board
-Replaced the base of the crane with a wider metal structure
-Moved the gate capture zone onto an outdoor elevated platform
-Added new robot spawnpoints: spawnbot, spawnbot_crate_mid, spawnbot_crates, spawnbot_flank, spawnbot_mission_sniper, spawnbot_toggle_crate_left, spawnbot_toggle_crate_mid, spawnbot_toggle_crate_right, spawnbot_toggle_giant, spawnbot_toggle_main_1, spawnbot_toggle_main_2, spawnbot_toggle_miniboat, spawnbot_toggle_upper
-Added new popfile relays: bomb_timer_remove_relay, bomb_timer_restore_relay, gate_capture_relay, gatebot_disable_all_relay, gatebot_disable_relay, gatebot_enable_relay, ocean_tag_new_relay, ocean_tag_off_relay, ocean_tag_relay, route_clear_relay, route_show_relay, route_swap_hide_relay, route_swap_relay, spawn_toggle_crate_left_relay, spawn_toggle_crate_mid_relay, spawn_toggle_crate_right_relay, spawn_toggle_disable_all_relay, spawn_toggle_enable_all_relay, spawn_toggle_giant_relay, spawn_toggle_main_1_relay, spawn_toggle_main_2_relay, spawn_toggle_miniboat_relay, spawn_toggle_upper_relay
-Renamed upgrade_forward_*_relays to upgrade_*_relay
-Renamed bomb_reset_relay to bomb_remove_relay
-Fixed bugs with various gate-related entities not properly triggering/resetting
-Added a tf_point_nav_interface that fires RecomputeBlockers when the route is changed or when gatebots are enabled/disabled
-boat_stop_relay can be used to restart the Blu carrier ship with a second trigger, and a bug was fixed where the ship would sometimes loop its animation one extra time before stopping
-The Blu miniboat now drives along a continuous path towards the forward spawn when the gate is captured, instead of teleporting
-Added new robot tags: bomb_runner, nav_bombroute, nav_flank_tower_high, nav_flank_tower_low
-Robots will avoid running backwards after spawning at the forward spawn while the gate is captured
-Removed intel_notimer and related entities; the untimed bomb is now created by changing the return time of the normal bombs
-Added logic to prevent wave_resume_relay from interfering with map functions
-Reduced the skybox lighting brightness
-Robots with the ocean_spawn tag that fall into the ocean will now respawn at the nearest ocean spawnpoint, rather than always respawning at spawnbot_ocean_forward
-The Red team spawnpoints are now named
-Fixed the whistle sound effects sometimes not being audible
-Adjusted the transparency and glow of gatebot route signs
Starboard Strike (Intermediate Mission) Changes:
-Increased wave 4 boss health/damage
-Wave 6 final boss no longer has UseBossHealthBar
-Increased difficulty across the board
-Various other adjustments/restructurings
Other Changes:
-Updated the README.txt file
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Version 2 Alpha 4: Approximately Christmas (12/26/2019)
Merry Christmas! Here's your present! An update to nobody's favorite map! Yea, it's kinda crappy. And small. And also late. But it's all you're getting, so you better appreciate it.
Map Changes:
-Modified the method by which the gate alarm functions to repeatedly test for a gatebots' presence near the gate after every alarm loop (should fix bugs where the gate alarm continues to play even when no gatebots are at the gate)
-Fixed the gate alarm not re-enabling after the gate was captured and reset
-Added new relays: route_hide_relay, boat_stop_relay
-The previous route is fully disabled before selecting a new route with any wave_init_* relay
-Robots will never take fall damage
-Fixed the base of the crane being slightly sunken into the floor
-Widened the area of the bomb route that passes by the gate and made layout adjustments to the surrounding area
-Adjusted the func_respawnroom on the cargo crate spawns to fit entirely within the crate spawn
-Adjusted some health/ammo placements and sizes
-Adjusted the pipe passing over the right bomb route just past the gate, such that giants will no longer get stuck on it
-Raised the battlements above the gate entrance and made the doorways underneath these battements taller
-Changed the floor texture in the Red boat interior areas to provide a better contrast against the walls
-Fixed a bug where players could get pushed and stuck in the ground by standing under the lip of the Blu main boat
-Fixed issues with robots struggling to jump down from spawnbot_main
Starboard Strike (Intermediate Mission) Changes:
-Remade wave 1
-Tweaked robot counts and spawn rates across all missions
-Added/removed/swapped out some robots
-Rewrote some waves from the ground up
Other Changes:
-Updated/improved the README.txt file
Known issues:
Download this version
- Projectiles with projectile penetration (whether purchased, ie Huntsman, or built-in, ie Righteous Bison) will break in mid-air when entering or being fired within the bounding box of any dynamic brush entity. This includes most of the right side of the front of the Red ship. (Hitscan weapons are unaffected.)
- In some cases, spawning multiple robots from spawnbot_ocean_forward at the same time will cause some of the robots to miss the boat and fall back into the ocean.
Over half a year later, I return yet again... This time, I hopefully won't get distracted by some TF2Maps contest or event. Anyway, this version changes up the layout of the interior of the Red boat to make it more interesting and (hopefully) better fit how I want that part to play out. I think I've fixed some of the issues that were prevalent previously, at the cost of making it more open and sightliney. Even still, some areas may still feel cramped, so I'm not entirely satisfied with it, but I figured I should test it to figure out if I'm even moving in the right direction. Additionally, this update revamps the map's logic and adds numerous new features for mission developers to play with, all of which are documented in the README.txt file within the ZIP. Notably, beyond this point mission developers will be REQUIRED to include an InitWaveOutput with each wave, in addition to StartWaveOutput and DoneOutput.
Undocumented Change in V2A2:
-Replaced the giant demoknight boss in Starboard Strike's wave 4 with a chief knockback soldier boss
Map Changes:
-Removed engineer bot hint entities, as engineer robots did not work previously (they'll return soon, maybe)
-New robot spawns "spawnbot_ocean" and "spawnbot_ocean_forward"
-New recognized robot tags "bomb_carrier_main", "bomb_carrier_mannhattan", and "ocean_spawn"
-The floor of the front of the Red ship no longer has a dip; it is now entirely flat
-Redesigned the interior of Red's ship
-Reduced the time to capture the gate from 15 seconds to 12 seconds
-If the bomb reaches the bomb hatch platform and is subsequently pushed off past the shortcut stairs, the bomb carrier will be able to take those stairs back to the hatch rather than going around and up the ramp
-Replaced the bomb hatch with a closed hatch (the bomb hatch no longer functions as a deathpit)
-Redesigned much of the map's logic
-Added new relays and features for popfiles to interact with: wave_init_relay, wave_init_left_relay, wave_init_right_relay, wave_init_tworoute_relay, wave_init_tworoute_left_relay, wave_init_tworoute_right_relay, wave_start_mannhattan_relay, wave_start_notimer_relay, upgrade_forward_open_relay, upgrade_forward_open_message_relay, upgrade_forward_close_relay, upgrade_forward_timer_relay, wave_pause_relay, wave_resume_relay, wave_stun_relay, wave_break_start_relay, wave_break_finished_relay, wave_break_timer_relay, bomb_add_relay, bomb_return_relay, bomb_reset_relay, gate_reset_relay, and player_respawn_relay (see the README file for documentation on each)
-From this point forward, missions will be required to include an InitWaveOutput in each wave
-The control point now has a robot head icon overlay when captured by Blu team
-The robot critical boost granted after a gate capture is no longer applied to giant robots
-Players that are inside the Blu miniboat's destination area when the miniboat teleports will be killed to prevent players getting stuck in Blu's spawn
-Players can no longer stand on the edge of Blu's spawn dropdowns
-Adjusted health/ammo placement around the bomb hatch
Starboard Strike (Intermediate Mission) Changes:
-Updated to meet new map requirements
-Increased the health of the chief knockback soldier boss in wave 4
-Slight adjustments to robot names
-The chief knockback soldier boss in wave 4 and the giant heavy at the end of wave 6 now spawn at spawnbot_ocean and spawnbot_ocean_forward
-Added ocean_spawn tag to giant robots
-Fixed missing bot_giant tag on some robots
Other Changes:
-Updated/improved the README.txt file to reflect new map features/requirements and better convey previous features/requirements
Known issues:
Download this version
- Projectiles with projectile penetration (whether purchased, ie Huntsman, or built-in, ie Righteous Bison) will break in mid-air when entering or being fired within the bounding box of any dynamic brush entity. This includes most of the right side of the front of the Red ship. (Hitscan weapons are unaffected.)
- The base of the crane at the front of Red's ship is sunken into the ground slightly, causing the feet of the base to z-fight with the floor.
- In a majority of cases, spawning multiple robots from spawnbot_ocean_forward at the same time will cause some of the robots to miss the boat and fall back into the ocean.
Version 2 Alpha 2
Map Changes:
-Bomb resets after 40 continuous seconds of not being carried by a robot
-The robot pyroshark's neon annihilator now better attaches to its hands (uses prop_dynamic_ornament instead of prop_dynamic with SetParentAttachment)
-Raised the ceilings on both floors inside the cargoship mid building
-Adjusted the staircases from the ground to the second floor around the dropdown from the second floor within the cargoship mid building
-Adjusted the staircases within the cargoship mid building to account for the increased distance between floors
-Added blockbullets to the space in-between the three pipes within the cargoship mid building to make the pipes into slightly more reliable cover
-Made the backside of the cargoship mid building
-Adjusted health & ammo placement in cargoship mid building
-Partially blocked a sightline spanning the entirety of the cargo crate area
-Adjusted sniper spots in certain areas
-Added railing that was missing from a section of the starboard watchtower balcony
-Added a pipe providing a route from the crate stack near the bomb hatch to the upper window, as well as functioning as a bridge over the large port-side door
-Widened the balcony in front of Red spawn
Starboard Strike (Intermediate Mission) Changes:
-Fixed certain giant robots not having proper tags
-Fixed executioners switching back to grenade launcher after gate capture
-Increased sentry buster cooldown time and damage/kills needed for sentry buster to spawn
-Changed some robots into gatebots and some gatebots into non-gatebots
-Increased max active flare pyros in wave 3 and moved giant pocket pistol scouts alongside them
-Reduced frequency and max active of wave 4 equalizer soldiers
-Replaced the pocket pistol scouts in wave 4 with giant demomen
-Reduced difficulty of wave 5 shortstop scouts
-Removed the banner and concheror soldiers and merged what comes after with the banner soldiers
-Increased the number of panic and whip soldiers that spawn together
-Turned the final boss into a normal giant heavy
-Replaced the giant burst fire demos with giant rapid fire demos
-Significantly reduced the health on kill for the demoknight boss (from 25000 to 2500 hok)
-Players wielding the Half-Zatoichi can no longer one-hit-kill the demoknight boss
-Fixed airblast resistance on self-made giant and boss templates
-Slight adjustments to maxactive and timings of some robot wavespawns
-Added custom robot icons for some robots
-Added support snipers and spies
-Swapped out the panic attack soldiers in wave 6 with shotgun heavies
Other Changes:
-Added information for popfile makers to the README.txt file
Known issues:
Download this version
- Projectiles with projectile penetration (whether purchased, ie Huntsman, or built-in, ie Righteous Bison) will break in mid-air when entering or being fired within the bounding box of any dynamic brush entity. This includes most of the right side of the front of the Red ship. (Hitscan weapons are unaffected.)
- Increased the length of some of the waves in Starboard Strike by adding more robots
- Increased cash payout for some of the waves in Starboard Strike
- Fixed/changed some robots that weren't working/behaving in the intended manner
- Reduced the health of both bosses in Starboard Strike
- Fixed robots sometimes being unable to spawn at the forward miniboat spawnpoint
Known issues:
Download this version
- Projectiles with projectile penetration (whether purchased, ie Huntsman, or built-in, ie Righteous Bison) will break in mid-air when entering or being fired within the bounding box of any dynamic brush entity. This includes most of the right side of the front of the Red ship. (Hitscan weapons are unaffected.)
Version 2 Alpha 1: New Beginnings
We're back! After a couple years, I decided to finally return to this map and improve it in all the ways I originally should have. I've become a much better mapper since the last version (I hope), and so we're starting over with a brand-spanking-new map, new missions, and new gimmicks, all rebuilt from scratch (and with 95% less edgelordiness)! And this time, I'm not using old.mvm.tf to make my popfiles! Yay! Here's hoping this goes better than the first version!
- Rebuilt the entire map and missions from the ground up
The front of the boat. Robots spawn from the blu boats on the left and right.
The middle of the cargo crate area. The two buildings on the side each have forward upgrade stations that are disabled during a wave.
One side of the boat, at the end of the cargo crate area.
The singular control point, which unlocks a forward spawn for robots when captured. Built into the front of the central building.
Inside the central building. One bomb route goes through the lower floor, while the other goes through the upper floor.
A view facing the front of the boat from the upper floor of the central area of the center building.
A view of the dropdown that robots take along the upper bomb route right before entering the bomb hatch area.
The bomb hatch area. Red's spawn and main upgrade stations are visible on the right.
The bomb hatch area, from a different angle.
An overview of the map, with the two bomb routes highlighted in red and blue lines, respectively. Robots spawn on the front side of the boat (right side) and move to the bomb hatch (left). Some robots will attempt to capture the gate (center) before trying to deliver the bomb.
List of robots from the intermediate (and currently, only) mission, Starboard Strike.
Known issues:
Download this version
- Robots will sometimes not spawn at the forward miniboat spawnpoint. This may cause a wave to break if the control point is captured. (Fixed in V2A1a.)
- Projectiles with projectile penetration (whether purchased, ie Huntsman, or built-in, ie Righteous Bison) will break in mid-air when entering or being fired within the bounding box of any dynamic brush entity. This includes most of the right side of the front of the Red ship. (Hitscan weapons are unaffected.)
-Fixed sentry busters not being able to plot a course to sentries on the cargo crate in the middle
I still have a few things on my to-do list for beta, such as the 3D skybox, but I've been spending too long on this and I need to get it out. Oh, and here's what I learned from my first detailed map: Detailing is hard... I think I spent more time detailing the bomb hatch room than I did detailing the entire rest of the map, and it shows... A lot... The bomb hatch room is probably the only thing that could be considered detailing, everything else is mostly just retexturing and lighting improvements. But I wasn't expecting to win any awards for detailing anyway.
-Forward upgrade station hand sign no longer casts shadows
-Fixed upgrade station signs not spinning
-Artpass and detailing
-Fixed robots getting stuck trying to take a path through a tight area
-Upgrade signs are now nonsolid
-New layout for cargo crate area
-Layout changes for the interior area
-Added spectator cameras
-Changes to Oceanic Onslaught (advanced .pop file)
The view from the front of the Mann Co ship. The boat on the left is Gray Mann's ship. The ramps are where robots attack from.
A view of the cargo crate area, from the front.
The cargo crate area, from behind.
The interior area.
The bomb hatch room.
An overview of the map. Points of interest are marked and labeled. Robot bomb paths are marked with colored lines. The tank path is marked with a white line.