mvm_gd_crossing

mvm_gd_crossing b3b

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mvm_gd_crossing b3b

A two player mvm map

A Mann Co distribution center out in the badlands is under robot attack!

Crossing is a Guardian Dynamica MvM map meant for two players. Players must defend a roadside Mann Co distribution center from invading robots.

Features
  • 3 capture points. Robots will attempt to capture one of the A points before attacking B. The chosen point will be indicated.
  • Cars on the neighboring interstate highway will not brake for pedestrians. Look both ways.
  • Forward train gate spawn for robots.
  • Bomb path logic for mission makers.
  • Powerups that provide various buffs or bonuses:
  • Portable Dispenser: A moveable lv 1 dispenser.
  • Tesla Coil: Slows and shocks bots that get too close for high damage. Runs out quickly.
  • Crit Bottle: A short burst of crits for you and nearby teammates.
  • Money Magnets: Magnets around the facility automatically collect cash.
  • Milk: Rain mad milk from the sky.
  • Napalm: Sets an area on fire for a moderate amount of time.
  • Car Keys: "Borrow" keys to resupply vans around the facility.

Missions

Intermediate: Street Fleet (by: Randomguy)
Advanced: Delayed Delivery (by: Jakapoa)

Expert: Fixed Parts (by: Randomguy)

Assets Used

Vehicles from the Emporium Pack


Known Issues
  • ctf hud will occasionally appear. TF2 bug, reloading the map will usually fix this.
  • Pickups sometimes don't show their timers. TF2 bug.


Yes I know the map is a bit ugly. It's my first map and I made it in a week.
Author
Jakapoa
Downloads
913
Views
913
First release
Last update
Category
Guardian

Latest updates

  1. b3b

    Missions: Added Fixed Parts (by Randomguy) Added Street Fleet (by Randomguy) Bug fixes: Fixed upper point A not enabling on wave start. Fixed crash related to tesla coil deactivation. Fixed forward spawn brushes causing rendering issues. Fixed...
  2. B3a

    Gameplay Added engineer teleporters. Regret incoming. Removed second engie hint. The area of this hint ended up cutting off the side door of the player spawn, which cut off player's access to the front. It was also very close to the upper A...
  3. Info File Update

    Just updated the info file to include missing Int relays and Tags.

Latest reviews

The Good:
The dynamic elements in the map blew me away, the "store" is well implemented and the layout of having two A points created some really interesting value out of the same area. Wave compositions had a good mix of bot variety to keep things interesting.

The Bad:
The map detailing leaves many details vague/unclear, I'll be the first to admit I was very close to missing the entire forward upgrade booth area before starting the first wave, thinking the shutters were mere detail. It adds to the confusion that just outside of the player spawn there is another similar shutter - expect this one doesn't open.

Cover and highground are usually crucial concepts for determining if an area is hold-able, the series of cars make most holds there tenuous at best, leaving the lower portion of the map as a sort of no-man's land, especially after being pushed back at all (very difficult to reclaim). At times holding further back combined with the wave pacing caused uncomfortably long lulls, underpowered groups, or stragglers.

The Ugly:
After one wave (I think 3) where we lost the forward point but held last, the next wave started with bots coming from the forward spawn despite never having capped the point. I assume this is just a quick reset relay fix but it was rather distressing.

The dynamic element is unfortunately a victim to its own creativity. The "Money collection" is simply a must pick, and the rest of the upgrades are not really reliably permanent, leaving the next best option to possibly be the cars. For the sake of variety I attempted to pick the napalm and lightning/tesla two waves but was very disappointed with their effectiveness

Overall:
A very neat map, though I have to hesitantly say it feels more like a proof of concept than a finished product. I think moving forward it would be a good idea to attempt some balancing around the powerups and perhaps culling some of the dead space. It may be because I was at the end of my play session, but I had a desire for more chaos than I got from my play-through of the map.