need to put custom robot icons into the zip file for the contest. So this is what this update is.
-Done some things to hopefully have the map run a bit better.
-Added a 3d skybox to make the map feel more complete.

-removed tomislav heavies (....prooooobably ;) )
-toned down wave 6 of normal mode.
-toned up all of advanced mode.


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-Probably a bit less dark - the lighting isn't good but its there.
-Fixed a bunch of bugs that were there due to b1 being rushed.
-Moved a few pickups near the bot dropdown.

-Changed the advanced popfile to have the bots not have extra health.
-Normal popfile is the same.
B1 time, Obviously major change is that the map is now mostly detailed.

But also...
-Changed up some geometry to be more holdable / comfortable to hold
-Changed the water to be Tumbolisu's Powerup water.
-nav is slightly bad but with any luck its fine.
-Added a statue of a very handsome man
-Ngl i forgot what i changed because i accidentally deleted my notes which tell me what i changed
-Idk if you really care what changed all that much anyways, play the map to find out I guess
-Using a bunch of custom content from people who I will list in the OP shortly
-Map is prettttty red now.

Popfile changes:

-Added an Advanced difficulty popfile
-The Quick Benevolent Benese spawn with a full ubercharge (normal mode)
-Timings and spawns for Wave 2 tweaked (normal mode)
-Wave 6 got torn apart (normal mode)
-Lowered health on tanks (normal mode)
-Lowered health on giants (normal mode)


There are a few known issues with the map, nothing too major but they are quite noticeable - really just wanted to get this out since the deadline is so close.


Also the map is very much mid-beta. The hatch area really needs some work detailing wise and the map is lacking a lot of polish. I need to mess with skyboxes to have stuff be rendering in a way that isn't really ugly and I'm also not sold on the coloured trim things.


Also also screenshots:
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Quite a lot has happened.

Map things:
-Boats now bob on water except for one of them.
-Moved one lamp prop slightly upwards (very important change)
-Moved the floor near some other lamp props lightly downwards (crucial change)
-Changed the colour of the lights in the sewers to be white rather than VERY slightly yellow (map saved)
-The lighting is slightly brighter overall and the shadows less dark blue.
-Made slightly less places where tanks mess you up.
-Reintroduced garbage building.
-The func_nav_avoids now include the common tag
-Players are no longer attacked from two sides in the bot dropdown area (well... in normal mode)
-The hatch area has more cover. Yet to be decided whether the cover is any good.
-There is now a spine, alongside other more usable highground elsewhere in the map.

Popfile changes:
-Slight currency tweaks for bot values
-Cut number of bots, slowed down pace of waves, and lowered maxactives
-Nerfed the Tide-Turning-Tuscan movement speed and removed crit boost attribute on kill for Tide-Turning-Tuscan
-Toned down the rate of support for waves 5 and 6

Screenshots incoming at OP, as well as right here:
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Map things:

-Deleted garbage building and silly back house route thing.
-Realised that the map has no callouts for me to say what i deleted.
-Added more soundscapes and cubemaps.
-Built the cubemaps that i added (how kind of me).
-Raised a door so that giants can walk through.
-Added blockbullets to the trees' trunks and leaves so that bots and players cannot shoot though (bots can see through leaves so they had an unfair advantage)
-Slightly changed the trigger brush for the alarm at the hatch.
-Added patches underneath health and ammo packs.
-Slightly changed the water area in the bot dropdown zone.
-Added a little OOB area at the bot dropdown zone.
-Parked a robot carrier in the new OOB


Popfile things:

-Added in Tide-Turning Tuscan (Demoknight Boss) and Quick Benevolent Barese (Support Medic).
-Added $50 more to waves 1 and 2.
-Adjusted supports for each wave.
-Changed PP (Support Snipers) from Fortified Compound to Sydney Sleeper.
-Completely redid waves 2 and 4, shifted the Pyromaniacal Pompeian (Boss) forward (to 2) and introduced the Tide-Turning Tuscan on 5.
-Overhauled spawning on most waves; now using more squads.
-Slightly tweaked timings.
-Went through every wave to add more variance.
-Greatly reduced number of bots in most waves.
-Reduced health down to class defaults.
-Reduced $50 from wave 4.
-Named the medic so as to not disappoint you.


Ill also update the screenshots in the op for you.
Please tell me if the map still crashes on load, but it should be fixed now.

Sorry about all the file names being the same - please delete the old files and replace them with these newer ones (the bsp and nav mesh haven't changed though, so you don't need to replace those if you don't want to).


Turns out that the template file was referencing itself, causing the map to crash when loading the mvm_fiori_a7b popfile - quite an interesting bug.

Also fixed other bugs in the updated pop file.
-normal difficulty .pop file changes and improvements
-Now includes a bot named 'Bolognese Bomber' which I find hilarious

-Fixed up nav to not suck hopefully.
-There are more holograms at the dropdown zone.
-Added a fence thing to show a clipped off area of the map
-Made the bridge at the dropdown look less lame again.
-Changed geometry at dropdown slightly.
-Tank spawns much further forward now.
-Bot visualisers are more correct now.

-Fixed the red spawn thing that hydrogen keeps bugging me about. Probably.
Main thing, skybox should no longer go apeshit.

Also:
-Changed some clipping at the hatch to be easier to walk up
-Aligned the upper arches of red spawn with the bottom ones
-Nobuilded some crates that should have been nobuilded in the first place.
Biggest and most important change: Fiori now has a (normal difficulty) pop file of its own, courtesy of @Dasnvi - so we dont have to play Broken Parts any more.

Other more boring changes:
-removed some white stripes on the floor in the middle of the map
-moved a hologram that was floating slightly
-did a clipping pass (much less / no things to get stuck running against anymore)
-The bridge in the dropdown area now looks less lame
-The water in the map is rotated 30 degrees to look more natural
-The lighting is slightly more orange, and the ambient slightly darker
-There are no longer more than 1 bus of the same number (as far as you can see)
- the traffic cones are now shootable client side instead of server side.
-The clocktowers time now more accurately reflects the lighting
-The busses now have nobuild on them
-There is no longer an env_sun in the map
-The tunnel has upgrade station signs to guide players towards the upgrade station there
-A table and a pillar at the restaurant have been removed so that bots no longer get stuck.
-The railing at the restaurant is no longer clipped
-Removed the flat bridge at the rubbish bins and moved the staircase there forwards
-The red respawnroom visualisers are now correctly aligned
-The brick staircase near the hatch is wider now
-The hatch area is notably bigger and more open now, though perhaps too small still
-The corridors of many shops are now wider
-Added many lights to the map so there is less gloomy shadow
-Nerfed the staircase of doom further
-Widened the forward building in the dropdown zone and made the entire zone longer so there now should be more comfortable holding positions.

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