[Plugin/SourceMod] VSH Mannopolis (Revamp) Revamp
VSH Map set in the middle of a giant futuristic city.
This version of Mannopolis is meant to be played on Sourcemod Versus Saxton Hale and/or Freak Fortress 2 servers and is not running VSCRIPT VSH code.
VScript Mannopolis has received a massive overhaul. Changes include:
2. Hale Hotel Rooftop area
- Hale can chose between the three fighting areas and the extra ones are currently experimental
Map by "GANGST", Future Buildings and Hover Car Props by "The Winglet." Additional props and textures by various artists from TF2maps.net
Setting: A large futuristic-like city set in the Badlands Region. Mannopolis is owned by Saxton Hale and has a slight resemblance to Australia (from the TF2 Comics)
Overview: A massive map that is both a Versus Saxton Hale and a Trade map. The Versus Saxton Hale version of Mannopolis has you fighting Saxton Hale himself or other characters (A.K.A Freak Fortress 2 Bosses) around the famous Mannopolis Mann Co. Shopping Mall and city areas. For unknown reasons, the mall area has been transitioned into a battlefield and is sealed off by a massive and impenetrable force-field trapping both the mercs and bosses inside.
[Important Read] For server owners and players, here are some things to keep in mind if you edit the map in hammer for any reason:
1. Be careful not to cover or remove any map watermarks as I've gotten permission from "The Winglet" to use some of his props from "Timeless Thief."
2. Be prepared for a possible LONG compile time. For some reason, the map was taking over 5 hours plus to compile for me. Additionally, try not mess with any func_details (outer city/trade parts of the map) or func_visclusters seen on the map as I've done a lot of work to keep the compile time as low as possible.
* Also, if for any reason these are removed, let me know and I can send you the vmf file that I have.
* I recommend using 64bit hammer to avoid lighting issues
3. If for any reason the map comes out pitch-black dark in game, let me know as that means VRAD (lightning) has messed up again.
4. Be careful when adding in player model props to the map (a scout or reskined scout.mdl model for example) as this was causing increased client ping when on the map.
5. DO NOT add any invisible brushes to the map as this will heavily increase the portal count and may cause the map to not render at all. (Use Player Clip instead)
7. Important: If you happen to find any issues with the map that I missed please let me know immediately.
8. Don't forget to properly package the custom map assets (recommend using VIDE) otherwise the map will look like a hot mess (lul)
9. I recommend using this https://tf2maps.net/threads/repacking-your-maps.24822/ to keep the map file size low.
VScript Mannopolis has received a massive overhaul. Changes include:
- Downscaled city and mall areas
- Lower File Size
- Two new fighting areas added
2. Hale Hotel Rooftop area
- Hale can chose between the three fighting areas and the extra ones are currently experimental
Map by "GANGST", Future Buildings and Hover Car Props by "The Winglet." Additional props and textures by various artists from TF2maps.net
Setting: A large futuristic-like city set in the Badlands Region. Mannopolis is owned by Saxton Hale and has a slight resemblance to Australia (from the TF2 Comics)
Overview: A massive map that is both a Versus Saxton Hale and a Trade map. The Versus Saxton Hale version of Mannopolis has you fighting Saxton Hale himself or other characters (A.K.A Freak Fortress 2 Bosses) around the famous Mannopolis Mann Co. Shopping Mall and city areas. For unknown reasons, the mall area has been transitioned into a battlefield and is sealed off by a massive and impenetrable force-field trapping both the mercs and bosses inside.
[Important Read] For server owners and players, here are some things to keep in mind if you edit the map in hammer for any reason:
1. Be careful not to cover or remove any map watermarks as I've gotten permission from "The Winglet" to use some of his props from "Timeless Thief."
2. Be prepared for a possible LONG compile time. For some reason, the map was taking over 5 hours plus to compile for me. Additionally, try not mess with any func_details (outer city/trade parts of the map) or func_visclusters seen on the map as I've done a lot of work to keep the compile time as low as possible.
* Also, if for any reason these are removed, let me know and I can send you the vmf file that I have.
* I recommend using 64bit hammer to avoid lighting issues
3. If for any reason the map comes out pitch-black dark in game, let me know as that means VRAD (lightning) has messed up again.
4. Be careful when adding in player model props to the map (a scout or reskined scout.mdl model for example) as this was causing increased client ping when on the map.
5. DO NOT add any invisible brushes to the map as this will heavily increase the portal count and may cause the map to not render at all. (Use Player Clip instead)
7. Important: If you happen to find any issues with the map that I missed please let me know immediately.
8. Don't forget to properly package the custom map assets (recommend using VIDE) otherwise the map will look like a hot mess (lul)
9. I recommend using this https://tf2maps.net/threads/repacking-your-maps.24822/ to keep the map file size low.
- Maps License