mvm_gd_crossing b3a

A two player mvm map

  1. Jakapoa
    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.

    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.

    Images

    1. Team Fortress 2 Screenshot 2021.01.14 - 19.26.21.41.png
    2. Team Fortress 2 Screenshot 2021.01.14 - 19.26.41.19.png
    3. Team Fortress 2 Screenshot 2021.01.14 - 19.25.51.89.png
    4. Team Fortress 2 Screenshot 2021.01.14 - 19.25.16.50.png
    5. Team Fortress 2 Screenshot 2021.01.14 - 19.30.16.44.png

Recent Updates

  1. B3a
  2. Info File Update
  3. B3 Update

Recent Reviews

  1. FlipFTW
    FlipFTW
    4/5,
    Version: b1_nav
    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.