General:
* artpass improvements
* layout changes to make navigating the map easier
* added more robot class icons!
* fixed an exploit that let players escape the map boundaries
* fixed Engineer buildings floating slightly
Streets:
* added a bomb-reset pit
Normal Mission:
Wave 4:
* reduced number of Steel Fist Heavies
Advanced Mission:
General:
* lowered overall amount of money earned
Wave 1:
* removed Shotgun Heavies
* reduced general count of Pyros
* fixed Pyros erroneously being named "Crit Pyros"
Wave 2:
* vastly reduced the number of Giant Shotgun Heavies
* removed Engineers
Wave 3:
* reduced number of Escape Plan Soldiers
* increased move speed of Escape Plan Soldiers
* reduced amount of Medics
* reduced number of Giant Soldiers/Medics from 3 each to 1 each
* replaced Giant Heavies with Semi-Giant Shotgun Soldiers
Wave 4:
* reduced number of Battalion Soldiers, Medics and Giant Pyros
* Giant Heavy/Medic pair appear later in the wave now
Wave 5:
* removed Tanks
* buffed robots to make up for the lack of Tanks
Wave 6:
* made final boss a bit smaller so it doesn't get stuck on things if it gets teleported in
Muddy and I have redone a lot of the visuals, changed a bit of the layout, and she has done a lot of work on the Missions.
Here's her more in depth change log for the missions n stuff:
mvm_havana_b2
by Muddy and Nicky
General:
* artpass & clipping improvements
Beach:
* fixed the dodgy texture transition from beach to concrete (finally lol)
Tank:
* fixed one of the tank paths not working
* fixed the tank clipping through the ground when going up a staircase
Advanced Mission:
General:
* reduced RED team respawn time from 10s to 4s
* fixed Fan o'War Scouts not being able to pick up the bomb
* made the whole thing way easier (below are the most significant changes, including them all would've made this changelog ruddy massive)
Wave 1:
* reduced number of Pyros and added Shotgun Heavies
Wave 2:
* removed Spies
Wave 3:
* replaced SMG Snipers with Shotgun Soldiers
* reduced Giant health
Wave 4:
* removed one of the Tanks
* removed Giant Scouts
* removed the Heavy spam at the end
Wave 5:
* reduced bot count all around
* removed Giant Demomen
* increased amount of currency from 2300 to 2600
Wave 6:
* made final boss smoler
Normal Misson:
Wave 1:
* reduced numbers & spawn rates
Wave 2:
* decreased amount of Snipers
Wave 3:
* reduced amount of Giant Pyros from 3 to 1
Wave 4:
* reduced amount of Steel Fist Heavies
* decreased Tank health from 22000 to 20000
Wave 5:
* replaced SMG Snipers with regular Soldiers
And heres the screenshots (also include in the zip, in case you want a new desktop background or something ). Click for larger images:
Hey fellow Team Fortress friends, its ya boy Nick here to release something big. Over the past month and a couple days, I have been working tirelessly to art pass Havana and make my dream of a TF2 map set in Cuba a reality. Thanks to Muddy for making an amazing layout for me to work with, and helping me every now and then with the art pass, we are very proud of present Havana Beta 1 to all of you.
Even though the map has been out for about 3 months now, and I've been working on art passing it for over a month, I've never actually played the map myself. Hopefully I get a chance to do that at some point. This is my first artpass of a real, playable map so it is very important to me and I hope you all really enjoy it!
Here is Muddy's change log for the missions:
mvm_havana_b1
by Muddy and Nicky
Map:
* artpass!
Normal Mission:
* added a normal mission. there didn't used to be one but now there is
Advanced Mission:
Wave 1:
* increased spawn time for the Giant Demoman and Medic squad from 4s to 7s
* reduced max active Giant Demomen and Medics from 16 to 8 (2 Giant Demomen, 6 Medics)
* increased wave currency from $900 to $1200
Wave 2:
* removed Batallion Soldiers
* increased spawn time for the Giant Heavy and Medic squad from 4s to 6s
* reduced max active of Giant Heavies and Medics from 12 to 8 (2 Giant Heavies, 6 Medics)
* increased wave currency from $1200 to $1600
Wave 3:
* removed Spies cos fuck em
* removed Bonk Scouts and replaced them with SMG Snipers
* reduced SMG Sniper spawn time from 10s to 7s
* reduced amount of Giant Heavies and Giant Medics from 20 to 18
* reduced max active Giant Heavies and Giant Medics from 16 to 6 (3 Giant Heavies, 3 Giant Medics)
* increased spawn time for Giant Soldier squad from 8s to 12s
* reduced max active Giant Soldier squads from 16 to 12 (3 Giant Soldiers, 3 Batallion Soldiers, 6 Medics)
* increased wave currency from $1200 to $2200
Wave 4:
* reduced max active Giant Demoman squads from 6 to 4 (2 Giant Demomen, 2 Giant Medics)
* reduced Giant Demoman squad spawncount from 4 to 2
*
* increased wave currency from $2000 to $2600
Wave 5:
* increased spawn time for the Giant Demoman and Medic squad from 3s to 7s
* reduced amount of Shotgun Heavies from 48 to 42
* increased spawn time for the Shotgun Heavies from 5s to 6s
* reduced max active Giant Scouts and Giant Medics from 4 to 2 (1 Giant Scout, 1 Giant Medic)
* increased wave currency from $2000 to $2300
Wave 6:
* reduced max active Giant Soldiers and Giant Medics from 12 to 6 (3 Giant Soldiers, 3 Giant Medics)
* increased spawn time for Giant Soldiers and Giant Medics from 2 to 5
* increased spawn time for the Shotgun Heavies from 3s to 5s
* increased wave currency from $1300 to $3000
Now here are some fun stats I think you all might like idk lol:
About 150 hours total went into art passing the map
4563 total dev textures were replaced by nodraws
3952 of them were the "Reflectivity 40" dev textures
5 hammer crashes occurred during the art pass
1 blue screen occurred during the art pass
There are (I believe*) 10 easter eggs in the map, see if you can find em all!
*I put so many that I probably am forgetting some even exist
The map will be going on the workshop shortly, we want to check whether there are any technical issues or not.
Hot new screenshots (at very high quality, click to enlarge!):
replaced one of the robot carriers with a building (mostly to make the nav mesh less of a mess)
Beach:
made the beach area larger
Robot Navigation:
added functionality for Engineer robots
fixed robots taking routes they should not be
general nav file improvements
added more bot holograms
Pop file:
added a second 'advanced' mission (pretty much just Bigrock Broken Parts with some minor tweaks) - enable it with the console command tf_mvm_popfile mvm_havana_a2_advanced
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