Release

This is it: the bugs have been squashed, the graphics have been polished, and everything has been packed up nicely for server use (provided you are willing to use two sourcemod plugins).

I hope you all enjoy.

This is my final planned update, the map is where I want it to be and I am happy with it. However, if you find any bugs or have anything you would like to say please leave a comment or send me a message. I will do my best to fix any problems you find.



Additions:

- Added text when upgrades or classes are unlocked


Changes:

- Lots of minor graphical improvements and changes
- The upgrade stations are now blocked during waves (this is to prevent you from loosing your health regen or other perks during a wave)
- shrunk the height of the pushing brushes on some objects so they can be blast jumped over more easily
- changed the critboost from "misc crit boost" to "canteen crit boost", this is so the crit boost effects sentries
- updated the nav mesh

Balance Changes:

- Engineers no longer take damage from their own sentry guns (since it was too easy be instantly killed otherwise, specifically when sentry damage was upgraded)
- Increased the max ammo regen from 0.1 to 0.2
- Increased max sniper charge damage from 2.5 to 10
- Removed the recall canteen since it didn't work as intended
- Removed the overheal upgrade since the defense powerup prevented it from working


Bug Fixes:

- Fixed door markers on the minimap working incorrectly
- Fixed the main door in the storage room not opening correctly
- Fixed the doors opening sound not stopping
- Fixed the water filter roof not showing up completely from a certain angle
- Fixed a collision by the water intake room control window
- Fixed a exploit where engineers could build before spawning
- Fixed a few decorative doors that players could stand on top of
- Fixed a bug where spending an uber canteen on heavy wouldn't give the 5 seconds of uber
- Fixed a bug where if the server wasn't set to sv_cheats 1 some commands/cvars wouldn't be run/set
- Fixed a bug where giants wouldn't have the correct health after round 10
- Fixed the bots killed counter getting stuck at 18
- Fixed bots falling in the generator pit
The main features of this update are:
- A much needed artpass for most of the map.
- Players no longer have to download any files*
- Fixing a few bugs that had been lurking since alpha 1
- Adding the ability to use the cheat room before the first wave.

* This is only possible if the source mod plugin "SM File/Folder Downloader and Precacher" by SWAT_88
is used. For those of you who don't want to use the plugin or don't
know how, you can have the clients install the custom files like before.
Instructions for both are included in the readme.​


My plan is that this will be the final beta update.
I have some minor polishing I need to do (replacing brushes with displacements for example), but the gameplay and logic is finally at a place that I am happy with.


Additions:

- Added door sounds
- The cheat room can now be used before the first wave
- Better skybox and graphics all around
- Modified the texture of the sapper to indicate that it doesn't do anything
(since I am unable to remove it)​
- Added instructions to the Readme on how to use the cheat room

Changes:

- Only show the text "play as spy until new weapons are unlocked" if the player doesn't choose spy on the first wave
- Got rid of the autoexec.cfg
- removed server bit rate commands
- moved some commands to the map cfg file​
- removed the need to use a custom file, most files will
now be loaded via the bsp
- HHH particles, models, and animations are now packed in the bsp​
NOTE: this may not work correctly if you play on a map that has the HHH beforehand
(none of the packed files will be used and the default HHH will be used instead of the custom demobot)
It also may cause slight changes if playing on a map with the HHH afterwards
(specifically particles may not change back and/or the animations may be different)​
- Removed 1 out of map bot spawn areas and added 2 others
- Updated the nav mesh
- Updated and improved the minimap
- Improved one of the unlockable doors in the waterfall room
- Decreased medic cost from 2 to 1

Bug Fixes:

- Fixed some windows missing shadows
- Fixed an exploit where players could stand on top of a building
- Fixed a bug where players could be counted multiple times on map load
- Fixed a bug where turning on the waterfall would mess up bot navigation
- Fixed a bug where using the cheat room to spawn bots would cause every wave afterwards to immedietly end
- Potentially fixed a bug where bots spawning too quickly or on top of each other would cause them to teleport out of the map, preventing the wave from ending
- Improved the readme
The VPK Reduction Update

The biggest change this update was the slimming down of the custom VPK file, now it only overwrites a few things relating to the Headless Horseman; which means that the custom files don't need to be uninstalled if you want to play TF2 normally; and if you don't want to overwrite ANY files, I have also create a minimalist version that allows you to play the map on a server which has the full VPK installed.

changes:

+ Major:
- The custom VPK file can now be used all the time with almost no
noticable difference.
- the included VPK file now ONLY overwrites:
- the HHH's headtaker, this does NOT overwrite Demo's headtaker
- the HHH's spawn and death animation
- the HHH's particle effects
- the following english language tokens:
- "Demoknight" //ORIGINAL: horseless headless horseman (death cam name)
- "" //ORIGINAL: "%s1 is IT!" // what is said when a player becomes it
- "" //ORIGINAL: "YOU ARE IT! MELEE HIT AN ENEMY TO TAG THEM IT!"
- "" //ORIGINAL: "%s1 tagged %s2 as IT!"
- "" //ORIGINAL: "You have angered the Horseless Headless Horsemann!"
- "" //ORIGINAL: "You are no longer IT."
- "Game Over" //ORIGINAL: "Wave Failed"
- "You have all died!" //ORIGINAL: "The bomb was deployed!"
- "%s1% less melee damage" //ORIGINAL: "%s1% less melee damage when active"
-"" //ORIGINAL: +%s1% damage to self"​
- Although if you don't want to overwrite any files there is also now a minimalist VPK file that
includes only the files that are absolutely required and doesn't overwrite anything.
HOWEVER this does require playing on a server that does have the full VPK installed
and it will make things look worse.​
- removed the bot's second skin, they will now only be demobots
(this is because of the VPK change)
- the map prefix was changed from MVMs to RS (Robot Survival)
- this was done since soundscripts don't work on maps with MVM in the prefix​

+ Minor:
- some sounds added to the bots, including:
- taunts, now you can be insaulted by the brainless brutes!
- improved gib sounds​
- removed hud reload class cfg files, they weren't really needed
- The HHH is now no longer overrided via a custom VPK.
- in the autoexec.cfg cl_interp was reduced from 0.15 to 0.1
- a large amount of behind the scenes refactoring and entity reduction
- updated the nav mesh​

Bug Fixes:
- fixed a bug that allowed bots to walk through closed doors
- re-added a few decals that were missing
- the timer bot's outline will no longer be visible if outlines are enabled
- fixed an area where people could hide from the bots
- fixed a potential bug where rocket jumping too high would cause the game to think you died
Additions:

- all dev textures have been replaced with real textures
- new upgrade locations
- wall maps
- a status light to the water filter room
- when a user spends a uber canteen they get an extra 5 seconds of uber
- text to the cheat room so the buttons functions are easier to understand

changes:

- new soundscapes to match the new surroundings
- changed some map geometry to match the new surroundings
- removed the water tanks in the filter room and replaced them with a walkable area
- expanded the area directly outside of spawn
- removed the tiny walkway between the storage room and the train room
- added an extra door by the spawn room
- expanded the area between the water filtration room and the generator room
- removed weapons
(because their affects didn't work correctly)
- backscatter
- market gardener
- huo-long heater
- short circuit
- when a class or weapon has been purchased all others will no longer become 1 canteen cheaper
- the button in the cheat room that enables and disables the weapon remover now no longer starts the next round
- updated the nav mesh
- updated localization files
(I wish this was a joke, but because of how several things work in this mod
I do need to have different localization files then the default game.)

Bug Fixes:

- possibly improved performance with some different server and client commands
- NOTE: running the map on a server will reduce lag, even if it is only
one person.
- Server
- increasing nb_update_frequency to 0.15 from 0.10
- setting nb_update_framelimit to 1 from 15
- setting nb_saccade_speed to 0 from 1000
- setting sv_maxrate to 80000
- setting sv_minrate to 7500
- Client
- forcing cl_interp_ratio to 2 (the default)
- forcing cl_interp to 0.15 from 0.1
(the reason behind these is so that the bots will appear smooth, and
since you aren't fighting other players the lower interp rate shouldn't
be as important)
- setting rate to 80000
- fixed a bug that could cause floating robo-killer heads
- arrows hitting robots now have the correct sound effects
- fixed a bug that caused the upgrade holograms to stop rotating
- precached giant heavy loop and sentry buster explosion to remove an error message
The Beta Update Hotfix

changes:

- slightly moved the door in the upper water filtration room

Bug Fixes:

- fixed a bug where bots couldn't navigate to the top center of the water filtration room
The Beta Update

Additions:

- added a map of the world to the spawn with locations of interest marked
- Added a screen fade when a weapon refresh happens
- a new area for bots by the spawnroom
- Added a "cheat room" that allows players to have one wave last forever,
that can only be accessed using noclip.
(although it can only be used after a wave has been completed)
it gives players control over:
bot health
the dynamic difficulty level (how many bots spawn at once)
spawn rate (how fast they will respawn, if enabled. by default it is 8 seconds)
whether or not giants spawn
whether or not all weapons are unlocked
bot running speed
- added a speed boost when in between rounds
- the waterfall now slightly damages robots
- added the recall canteen
- added text to tell dead scouts to join spectators
(since I can't stop them for instantly respawning)

Balance:

- bot health was tweaked slightly
so the beginning will be slightly easier but later
waves will be much harder.

bot health at round:
0: 40 (was 45)
10: 220 (was 225)
20: 770 (was 575)
40: 5270 (was 1525)
60: 19270 (was 3375)
80: 43470 (was 6150)
100: 69470 (was 12150)

- the money gained per wave now increased by 5 per wave
(was a flat 250 each wave)

money gained at round:
0: 150 (starting money)
10: 290
20: 345
40: 445
60: 545
80: 645
100: 745

- slightly increased bot's attack range in later waves (every 5 waves, from wave 25 to 60)

- changed the sniper rile charge upgrade from a speed upgrade
to a support upgrade (the shield)
and separated it into 2 upgrades (each half of the original)
- reduced the maximum number of any single upgrade to 6
(so the default GUI can be used)
this effected: almost every ammo related upgrade (max ammo, clip size, etc.)
- added an ammo regen upgrade

- removed the "rage on hit" and soldier buff duration upgrade
- reduced passive health regen to 4 (from 6)
- increased the cost of "Sniper charge rate" to 200 (was 100)
- increased the cost of soldier, engineer, and demo's weapons to 6 (was 3)
- increased the cost of pyro and heavy's weapons to 9 (was 3)

- gave engineers 75% sentry resistance
- improved sentry damage upgrade to +75% with a cost of 250 (was +40% with a cost of 225)
- improved the metal regen upgrade for engineer to 5 (was 2)
- the cost to unlock medic's weapons will now only increase by 1 per player (was 2)
- decreased the cost of medic's weapons to 2 (was 3)
- allowed medic to use Ubercharge (although uber is set to 0 on wave start)
- added an upgrade to increase uber charge rate
- added an upgrade to increase move speed when aiming (which affect heavy and sniper)

- disabled the following weapons:
(most because they don't function correctly with these bots)
- battalion's backup
- buff banner
- concheror
- quick fix
- killing gloves of boxing
- holiday punch
- vaccinator
- bazaar bargain
- hitman's heatmaker
- ambassador
- diamondback
- big earner
- Sharpened Volcano Fragment
- natascha
- frontier justice
- vita saw
- solemn vow
- weapons re-added
- widowmaker
- thermal thruster


Changes:

+ Major:
- moved the train to the loading dock and rebuilt that area
- revamped the room down by the water intake
- revamped the office next to spawn
- revamped the water filtration room
- moved the hallway between the filtration room and the intake room up
- added a large pit to the generator room
- on wave loss instead of reloading the whole map it reloads the population file
which makes restarts instant
- moved the sniper rifle, so it can be bought without leaving the spawning area

- revamped the room between the water filtration room and generator room
- revamped the filtration room
- revamped the water intake room
- robots can no longer walk underneath doors

- slightly off-centered the "map loading text" (so that it doesn't overlap with the crosshair)
- slightly brightened the HDR version of the map, so it is more in line with the LDR version
- some minor lighting changes
- moved the bot spawn in the spawn room
- removed broken glass in 2 areas, allowing players to jump through those areas
- added a raised platform by the tank upgrade station
- music now plays at the beginning of every 5th wave
(when bots running speed increases)
- updated the icons for a few upgrades
- removed the shield effect that could appear around players
- Made the normal bots slightly larger, and shrunk the miniboss bots slightly
- changed how bots skins are selected so that there should be more diversity
- improved and updated the nav mesh
- if all players die between waves they will automatically be
respawned
- added textures to the bottom of the waterfall
- Dispensers and teleporters are now unable to be built, instead of being killed
shortly after being built
- removed some boxes by the water filtration room and secondary upgrade station
- minorly changed the lighting in the generator room
- holograms now glow slightly
- smoothed out some of the floor in the water intake room
- combined a few doors so they will open together
- removed some ammo packs that were stuck in walls
- cleaned up some clipping
- updated the background images

Bug Fixes:

+ Major:
- fixed a bug that would cause the server to crash whenever a player leaves
- fixed a bug that could cause incorrect hats to appear on your character

- fixed a bug that would prevent the dragon's fury from being
used until the soldier's weapons were unlocked
- fixed a bug where scout could respawn, but the map would think they were still dead
- fixed a bug where demo's weapons would always stay the same cost, regardless of the number of players
- fixed a bug where the cost of doors and weapons wouldn't change with the number of players
- fixed a bug where the crit boost from the Easter egg would disappear after the rounds end
and reappear after the start of the next. It is now permanent (minus class changes).
- removed the "you already have a powerup" text
- the map will now set sv_cheats to true upon launching, preventing a number of errors
- fixed a bug preventing wave 47 from being completed
- removed the rumbling sound when robots spawn
- the announcer's voice lines at the start are no longer controlled by the music volume
- fixed a bug that could cause the player to enter the reference pose upon leaving an upgrade station
- fixed a bug where players wouldn't spawn with regen and damage resistance
Easter Egg Update.

Additions:

- Added an "easter egg" to gain permanent crits
- Replaced TF2's default background images
(this way you can see if you have the mod/map installed or not)

General Changes:

- Improved the install instructions in the readme file

Bug Fixes:

- Prevented a bug with the weapon refresh that would cause players to
enter the reference position and not regain their weapons.
- Fixed a bug where multiple players could potentially cause issues with
the dynamic difficulty setting
Sound and bug fix update

Additions:


- Added soundscapes
- Added sound effects when unlocking upgrades and weapons
- Added more particle effects around the waterfall in the intake room
- Added the ability to refund
now players won't be confined to one class or weapon combo

Balance:

- decreased the cost of buying any class's weapon to 3 (was 4)
- increased the number of hits to kill a player to 3 hits (was 2)
and reduced the max melee resistance upgrade to compensate
- added a damage upgrade to every upgrade unlock
(since the only feasible upgrade path was speed, now any of the paths should be feasible)
- increased player health regen to 6 (was 4)
- increased starting money to 150 (was 50)

General Changes:

- moved door for the water intake room past the elevator shaft
and adjusted spawnpoints accordingly
- removed swapping away from melee after leaving a upgrade station (it was unreliable)
- the door to the storage room will now open if 2 of the 3 adjacent doors are opened

Bug Fixes:

- fixed buying demo's weapon (originally cost 0, which would then roll over to 99 preventing purchasing it)
- added an openable door from spawn into the office
- fixed the valve in the filter room so it will no longer close after 4 seconds
- fixed the spawns from behind the tank
- fixed opening the door between the backroad and water
filtration rooms partially removing the door between the generator room and the water filtration room
- slightly delayed the spawning of bots at the beginning of a round
(so that when the weapon refresh happens the bots don't spawn at the same time)
- fixed floor spawn in the ramp room not being enabled when opening the storage room door
- Fixed how some weapons couldn’t be purchased
- Fixed a bug where a bot would spawn when a specific was door opened, regardless if the wave was over or not