Steep

Steep rc3a

rc3a

rc3 is the first time I've published an mvm map in over a year and I forgot how to do things correctly... rc3a no longer has the .nav packed in the .bsp, and the provided .nav has been properly analyzed so bots can shoot good.
rc3

-Fixed bug where money would auto-collect at the front of the map
-Fixed clipping issue that allowed people out of the map
-Nobuilt awning at front of map, added nav so bots are more likely to look there (hopefully)
-Minor detailing updates (added trees, changed up some wood, changed a sign that I didn't realize was a custom texture when I used it originally)
mvm_steep_rc2

Players and bots should no longer be able to escape the map, and engineer bots should build things on the ground instead of the air.

I have updated the existing pop/nav downloads post to include new files for rc2. You can also "get" the new files by just renaming your existing files, because that's all I did.
Release Candidate
The final version of this map, ideally. Post will be followed shortly by a separate download for pop/nav files.

Changes:
-various detailing updates and changes
-moved crates by cave flank so tanks don't clip through them
-added grate above spawn exit to hint at the existence of an upper balcony level
-adjusted cover around hatch area
-adjusted fence around cliff-side deathpit to make killing robots easier
-fixed some clipping exploits
-minor lightmap optimization
Contest release!

map changes:
-optimization (thanks phi!)
-fixed nav blocker on hill route
-added doorframes
-widened stairs by hill building porch
-fixed water cooler

normal popfile:
WAVE 1:
-adjusted maxactive so wave doesn't drag on if players start lagging behind

WAVE 2:
-reduced demoknight count (spawncount/maxactive from 3/6 to 2/4)

WAVE 5:
-changed soldier/pyro support count (spawncount/maxactive from 4/8 to 3/6)
-changed soldier/pyro support ratio from 1:1 to 2:1 (2 soldiers, 1 pyro)

advanced popfile:
ALL WAVES:
-replaced fast pyros and soldiers with their normal speed counterparts
-increased payouts on wave 4 and 5 by $100 each to help teams who miss money with wave 6

WAVE 6:
-reduced tank health (from 12k to 10k)
-increased payout on tanks from $200/8 to $400/8 ($50 per tank for 8 tanks)
-increased spawn time on giant crit spammer soldiers (from 12s to 20s), reduced total count from 8 to 6 to compensate

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map changes:
-more artpass. 3dsky, soundscapes, cubemaps, spec cams, clipping, etc. are all done. map is ready to submit barring any popfile changes. phi is doing optimization for b3 (contest version)

normal pop changes:
ALL WAVES:
-changed max respawn time from 7 to 4

WAVE 1:
-reduced second subwave of soldiers from 20 bots to 15

WAVE 2:
-increased time between heavy spawns (from 4s to 6s)

images later because im busy!!!!
map changes:
-more artpass

anticipated map changes:
-more artpass

normal popfile:
WAVE 1:
-fixed bug where second soldier wave gave too much money

WAVE 2:
-swapped scouts and heavies to change pacing of the wave
-demoknights enter sooner (from 30s wait to 10s)

WAVE 3:
-removed pyro mission because it didn't work how i expected

WAVE 4:
-changed giant pyro/flare pyro support to giant demo/demoknight support

WAVE 5:
-changed soldiers and pyros to support, reduced spawn rate

WAVE 6:
-scrapped wave and started over

WAVE 7:
-made bat scouts spawn more frequently and in larger groups

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-started artpass
-added engineer hints
-added more nav blockers
-added crates to jump up to cave flank (scout or jump height upgrade only)
-added medium health/ammo to hill building near the front balcony
-added normal popfile

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map changes:
-added cave flank
-resized hatch area to fit in a staircase so standing on the hatch isn't a dead-end
-moved hill deathpit to center so its more difficult to use
-resized both deathpits to 256 untis wide instead of 384 to make them more difficult to use
-changed lighting near cave deathpit to make it read more like one
-nudged the stairs in the hill building around some
-added nobuild to small roof sections on hill building
-moved full health from main hill building to mid entrance, removed full ammo
-moved medium health/ammo in upper hatch/convergence building to porch overlooking convergence (which now connects to cave flank)
-added medium health/ammo to upper hatch porch
-added medium health/ammo at divergence
-added medium health/ammo by hill deathpit
-shrunk nav avoid on hill building to only be the interior so it is more intuitive where bots will and will not go

anticipated map changes:
-not totally happy with the cave flank but it works, probably. might revise it if i get a better idea for it because it can be slow to access if you don't know the route

adv. popfile:
ALL WAVES:
-in most or all cases, made giants spawn sooner because they take a while to walk into the map
-made fast soldiers faster (from 1.5 move speed bonus to 1.8)

WAVE 2:
-reduced fat scout count from 36 to 18

WAVE 3:
-increased number of giant pyros from 2 to 4
-changed pyro medics from regular to blast vacc
-added tank to second subwave (40k)
-changed support from sandman/melee scouts to regular scouts and heavies (3:1 ratio so heavies aren't overwhelming)
-giant soldiers moved to third subwave

WAVE 4:
-flipped subwaves. giant heavies first, tank second
-giant crit demomen now stagger with giant heavies (15s apart), no medics
-removed spies
-added second tank (both at 25k instead of one at 35k)
-changed demoknights to support, added flare pyros and burst demos to support

WAVE 5:
-fixed giant FaN count (2 was intended but it was 10), gave scouts a squad of 2 qf medics each
-giant demos/demoknights spawn immediately, tank waits 15 seconds
-changed giant direct hit (?) soldiers to giant crit soldiers

WAVE 6:
-increased tank health from 12k to 15k
-tanks wait 10 seconds before starting
-changed giant demoknights to giant pyros
-fixed fat scouts/crit soldiers not being support during boss
-fixed giant medic not being counted as part of boss

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map changes:
-redid hill route pretty much completely. building is totally redone to better support its use in fighting robots and the reset route has been replaced with a deathpit (fence is now directly by train tracks and a small section of it is missing)
-cave route got a makeover so each of the pre-existing platforms overlooking the bomb path is more easily accessible and usable. the reset route is gone and there is now a deathpit. pickups got all moved around as per usual
-increased map length by 256 units in the split area to give more room for layout to breathe
-rasied upgrade building by 64 units because i can
-added platform by upgrade-choke that offers cover/height advantage, also makes bot path tigher
-moved health/ammo by red convergence building to inside said building
-removed full health/med ammo by the far end of the convergence
-actually remembered to nudge the rock this time
-fixed sentrybusters??

anticipated map changes:
-will likely add side route into caves to offer a flank when bots are coming at the cave exit
-considering moving hatch area down 64 units to bring the height advantages by the convergence down somewhat (making previously mentioned side route into caves easier to implement)

adv. popfile:
ALL WAVES:
-in most cases, changed "waitforallspawned" to "waitforalldead" and adjusted timings accordingly
-in most cases, adjusted timings so giant+support subwaves generally have support entering before giants
-some undocumented timing changes because i'm rushing
-overall payout reduced by 600 (400 from the final wave)
-verified all totalcount and totalcurrency values for accuracy because some were wrong

WAVE 1:
-changed heavy skill from hard to normal

WAVE 2:
-fixed a bug where giant crit demomen spawned in first subwave instead of second

WAVE 3:
-altered timing so giant soldier subwave doesn't begin until all other bots are dead
-spaced out giants more (from 6 seconds between to 12)
-changed spammer soldier medics from uber to bullet vacc
-combined support into one randomchoice wavespawn
-reduced payout from 700 to 600

WAVE 4:
-reduced giant crit demomen squads from 3 to 2, altered timing (from 12s between to 20s)
-reduced giant heavies from 4 squads to 2, altered timing (from 8s between to 20s)
-removed crit soldier support
-added spy mission
-reduced payout from 700 to 600

WAVE 5:
-changed giant shotgun heavy squads to lone giant FaN scouts

WAVE 6:
-increased tank health from 10k to 12k
-giant crit spammer soldier timing altered to spawn with more time between
-changed support crit champ heavies and demoknights to fat scouts
-changed Colonel Barrage to Chief Blast Soldier, gave them a giant medic
-reduced payout from 1100 to 700

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