Rancher b11
mvm ripe reborn
Been building this for a quite a long time now. Gotta release it now.
This is a remake of mvm_ripe therefore it borrows its original layout while improving large part of it.
wave_start_relay_timer: bomb with 45 second timer
wave_start_relay: bomb does not reset
wave_finish_relay
wave_init_relay: chooses middle or right path
wave_init_relay_route_r: forces right path
wave_init_relay_route_m: forces middle path
wave_init_relay_route_l: forces left path
left path is design-wise sort of flawed and when chosen, causes the path to feel very different from middle or right path which is why it is not a randomly selectable path.
Not recommended but mission makers may find uses when forcing certain kind of gameplay.
wave_relay_enable_evil_sentrynest: Enables engi nests that are close to the hatch. Could be very punishing. Only active for one wave.
relay_open_front_upgrade: Opens front upgrade station door
relay_close_front_upgrade: Closes front upgrade station door
relay_open_front_upgrade_45sec: Opens front upgrade station for 45 seconds and pauses bot spawn during that
spawnbot_right: Right side from the perspective of red team looking at bot spawn
spawnbot_center
spawnbot_left
spawnbot_main
spawnbot_chief: Passage on the left
path_tank_right
path_tank_left
tank_start_harvester: path_track in shack. Must be used for harvester tanks
Relays for harvester tanks
relay_tankboss_harvester: FirstSpawnOutput relay for harvester tanks
relay_harvester_destroy: OnKilledOutput relay for harvester tanks but you dont actually need it.
There can be only one harvester tank active at once
Harvester Tanks must be named tankboss_harvester (Name "tankboss_harvester")
Highly recommend that you spawn harvester tank as the first tank to spawn in shack since there is a special effect when the harvester tank goes through the corn field. Also tank spawn logic might break, haven't tested that.
No special tags for nav_prefer.
This map is not designed for reverse mod. This has been in development since beforce sig mod was even a thing so if something breaks, don't be surprised. I might light up the spawn rooms if there are requests.
This is a remake of mvm_ripe therefore it borrows its original layout while improving large part of it.
wave_start_relay_timer: bomb with 45 second timer
wave_start_relay: bomb does not reset
wave_finish_relay
wave_init_relay: chooses middle or right path
wave_init_relay_route_r: forces right path
wave_init_relay_route_m: forces middle path
wave_init_relay_route_l: forces left path
left path is design-wise sort of flawed and when chosen, causes the path to feel very different from middle or right path which is why it is not a randomly selectable path.
Not recommended but mission makers may find uses when forcing certain kind of gameplay.
wave_relay_enable_evil_sentrynest: Enables engi nests that are close to the hatch. Could be very punishing. Only active for one wave.
relay_open_front_upgrade: Opens front upgrade station door
relay_close_front_upgrade: Closes front upgrade station door
relay_open_front_upgrade_45sec: Opens front upgrade station for 45 seconds and pauses bot spawn during that
spawnbot_right: Right side from the perspective of red team looking at bot spawn
spawnbot_center
spawnbot_left
spawnbot_main
spawnbot_chief: Passage on the left
path_tank_right
path_tank_left
tank_start_harvester: path_track in shack. Must be used for harvester tanks
Relays for harvester tanks
relay_tankboss_harvester: FirstSpawnOutput relay for harvester tanks
relay_harvester_destroy: OnKilledOutput relay for harvester tanks but you dont actually need it.
There can be only one harvester tank active at once
Harvester Tanks must be named tankboss_harvester (Name "tankboss_harvester")
Highly recommend that you spawn harvester tank as the first tank to spawn in shack since there is a special effect when the harvester tank goes through the corn field. Also tank spawn logic might break, haven't tested that.
No special tags for nav_prefer.
This map is not designed for reverse mod. This has been in development since beforce sig mod was even a thing so if something breaks, don't be surprised. I might light up the spawn rooms if there are requests.