MVM Climbspire BETA 5
Mann Co’s design cooperative for starving artists.
Ever wonder how mannco supplies a near infinite supply of “creative” and “visually appealing” cosmetics? Wonder no more! It's a simple process of finding disused miners housing and luring in those creative types with the promise of a meager paycheck in return for coming up with the next fashion of tomorrow.. or today!
It seems The evil grey man has found our advertising material and is poised to destroy one of mannco's lesser sources of income. This simply cannot stand! Grab five of your closest acquaintances and be prepared to defend your life to protect our precious resource … and the artists who use it.
This is an MVM map I have been working on for a couple weeks at this point. It's currently in its fifth beta version and I am happy so far with how it has turned out. It still has prototype textures and props as I'm trying to get the gameplay down first before I go in and art pass it. I am actually looking for a freelance collaborator who has some knowledge of hammer who would be willing to help me with art passing (I am willing to pay dm if interested).
The main thrust of inspiration for this map was my realization that MVM maps mostly only take place on one plane with minor elevation changes. I understand there's a reason for this, but I at least wanted to see if I could make a map that has extreme height variation while being balanced and fun to play on. I have been testing every version of the map so far on potato.tf’s testing servers and most of the feedback I got has been positive and very constructive.
I feel there are a couple things missing from the map in terms of core layout but I don't exactly know what that is. I do think, however I am getting closer. The theme of the map as mentioned above originally came from one of the TF2 MVM update comics where spy remarks that he will most likely die defending a hat factory tomorrow. I found this funny and realize while there were other maps with this theme I thought I could do it a little differently. The main idea is that manco bought a bunch of old mining real estate and has converted it into a sort of artist cooperative city commune thing. These people are in charge of individually making every cosmetics the mercenaries have ever worn for pennies on the dollar. I want the final version of the map to have a look like someone moved into the mad gravel pit and tried to make it look like some kind of a home even though it's very clear that it was used for mining at some point.
The bomb hatch is placed at the very top of the map and it's assumed through implication that you're blowing up the warehouse containing all the finish hats that the mercenaries spawn within.
Thanks for taking a look at what I have so far if you have any feedback or would like to help out with the development let me know!
It seems The evil grey man has found our advertising material and is poised to destroy one of mannco's lesser sources of income. This simply cannot stand! Grab five of your closest acquaintances and be prepared to defend your life to protect our precious resource … and the artists who use it.
This is an MVM map I have been working on for a couple weeks at this point. It's currently in its fifth beta version and I am happy so far with how it has turned out. It still has prototype textures and props as I'm trying to get the gameplay down first before I go in and art pass it. I am actually looking for a freelance collaborator who has some knowledge of hammer who would be willing to help me with art passing (I am willing to pay dm if interested).
The main thrust of inspiration for this map was my realization that MVM maps mostly only take place on one plane with minor elevation changes. I understand there's a reason for this, but I at least wanted to see if I could make a map that has extreme height variation while being balanced and fun to play on. I have been testing every version of the map so far on potato.tf’s testing servers and most of the feedback I got has been positive and very constructive.
I feel there are a couple things missing from the map in terms of core layout but I don't exactly know what that is. I do think, however I am getting closer. The theme of the map as mentioned above originally came from one of the TF2 MVM update comics where spy remarks that he will most likely die defending a hat factory tomorrow. I found this funny and realize while there were other maps with this theme I thought I could do it a little differently. The main idea is that manco bought a bunch of old mining real estate and has converted it into a sort of artist cooperative city commune thing. These people are in charge of individually making every cosmetics the mercenaries have ever worn for pennies on the dollar. I want the final version of the map to have a look like someone moved into the mad gravel pit and tried to make it look like some kind of a home even though it's very clear that it was used for mining at some point.
The bomb hatch is placed at the very top of the map and it's assumed through implication that you're blowing up the warehouse containing all the finish hats that the mercenaries spawn within.
Thanks for taking a look at what I have so far if you have any feedback or would like to help out with the development let me know!
- Steam Workshop Link
- https://steamcommunity.com/workshop/filedetails/?id=3286473580