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Fixed mission files from having improper brackets.
Added hazard icon templates to the download in Paint.NET and Photoshop file formats.
Allowed tank barricade to reset after waves and therefore removed a path model, stuck players are teleported a short distance.
Changed textures and added props, brushes and overlays based on Docteur Whoa's artpass.
Fixed path models near the bomb hatch not reflecting the correct path.
Included VGUI photos in map.
Moved the giant melting pot to the side so jumping between the shielded fences is easier.
Prevented respawn room visualisers on the bottom floor from losing their collision.
Replaced construction cables with barricade props again.
Rotated the generator near the tank spawn to avoid players being crushed.
Various mission adjustments and fixes.
Added new Normal mission "Payout Paradise" by PDA Expert.
Adjusted HDR settings.
Converted custom sound effects to .mp3 format to reduce map file size.
Fixed robots attempting to spawn at spawnbot_null not appearing.
Improved navigation mesh and excluded it from packing.
Overhauled spectator cameras and added camera props at their locations.
Set spawn point order of RED team.
Slightly changed textures to improve aesthetics.
Updated path models to be split into four sections and fully controllable by mission files.
Various mission adjustments and fixes.
Added posters from WAR! update propaganda posters .
Implemented path model relays, which can be utilised per wave to help players know where to defend.
Increased amount of ammunition obtainable from the bottom floor.
Lighting overhauled to use mostly spotlights.
Mini upgrade stations created in each spawn that are useable during waves, some props from Separated MVM Tools .
New molten metal texture that flows in a different direction and fits the TF2 artstyle better.
Some map elements and textures inherited from the art pass by Docteur Whoa, including detailing at the ceiling area.
Top floor overhauled to give players more room and more cover.
Various mission fixes and adjustments.
Added Beta Pass 1 by Docteur Whoa , functions identically to Beta 9 but with a different map file and layout.
Allowed Ubercharged players to travel through hazards harm-free.
Increased amount of ammunition obtainable from top floor.
Reverted respawn cabinets to previous version where they become unavailable during waves.
Various mission fixes and adjustments.
Added "Policy Violation" mission by PDA Expert, and "Melting Point" mission by randomguy.
Created an additional spawn point outside of the map for use in missions requiring timers.
Changed the grenade tank spawning mechanism, allowing it to be spawned once per wave instead of once per mission.
Changed the grenade tank's look to add a small flag on its back side.
Moved robot spawnroom triggers further forward.
Sealed the pit directly in front of the final point.
Various mission changes and fixes.
Added a Grenade Tank based on the MvM Sticky Tank Prefab , it can only be summoned once per mission at this time.
Added "Breaking Meltdown" mission by randomguy and adjusted all other mission files.
Changed robot navigation slightly.
Fixed robot Spies being able to get inside RED spawn rooms.
Fixed construction cable not being packed into the map.
Added Magma Madness mission by randomguy .
Added relay for capturing the first control point immediately as the wave begins.
Added prototype sticky tank that doesn't function correctly, added to test mission regardless.
Added new hazard icons for the control point and the sticky tank.
Changed various props, clipping and lighting.
Changed Blast Pit and Molten Mass missions and added difficulty prefixes.
Changed resupply locker location and enabled the lockers throughout waves.
Fixed robots getting stuck on top floor by reducing bot size.
Added detail previously removed in beta 4 for RED spawnrooms and BLU spawn, as well as a 3D skybox by BLU side.
Added many extra props, overlays and cables.
Added "Blast Pit" and "Molten Mass" missions by PDA Expert, as well as "Standard Sequence" mission.
Added soundscapes and additional sound ambience, including an automated announcer system that speaks lines of dialogue randomly and upon events starting and ending.
Added failsafe for when Medic robots lose their healing target so they do not remain stuck in spawn.
Changed navigation mesh to improve bot movement and prevent accidental suicides as much as possible.
Changed environment lighting and skybox texture.
Changed control point names.
Fixed a spawn door being invisible momentarily when looking at it while moving past a wall.
Fixed nobuild areas not being large enough to cover health and ammo packs.
Fixed RED players being able to build on the final point.
Removed leftover testing sign.
Added English file.
Added secondary exits to both RED spawn rooms to help with killing robots on the final point.
Added support for Engineer robots.
Changed hazard icons so they stand out compared to regular robot icons.
Changed size of capture areas.
Changed gate and surrounding brushes so the forward robot spawn is further back.
Changed speed of descending resupply cabinets.
Fixed giant robots getting stuck on the top floor when walking across diagonal platforms.
Fixed tank doors not opening when a tank spawns.
Removed some extra detail and snow theme.
Removed testing overlays.
Removed Casting Capsule mission.