rc3 is the first time I've published an mvm map in over a year and I forgot how to do things correctly... rc3a no longer has the .nav packed in the .bsp, and the provided .nav has been properly analyzed so bots can shoot good.
Mann vs. Machine vs. Mining vs. Mountain
-Fixed bug where money would auto-collect at the front of the map
-Fixed clipping issue that allowed people out of the map
-Nobuilt awning at front of map, added nav so bots are more likely to look there (hopefully)
-Minor detailing updates (added trees, changed up some wood, changed a sign that I didn't realize was a custom texture when I used it originally)MegapiemanPHD thanked this.
Players and bots should no longer be able to escape the map, and engineer bots should build things on the ground instead of the air.
I have updated the existing pop/nav downloads post to include new files for rc2. You can also "get" the new files by just renaming your existing files, because that's all I did.
The final version of this map, ideally. Post will be followed shortly by a separate download for pop/nav files.
-various detailing updates and changes
-moved crates by cave flank so tanks don't clip through them
-added grate above spawn exit to hint at the existence of an upper balcony level
-adjusted cover around hatch area
-adjusted fence around cliff-side deathpit to make killing robots easier
-fixed some clipping exploits
-minor lightmap optimization
-optimization (thanks phi!)
-fixed nav blocker on hill route
-widened stairs by hill building porch
-fixed water cooler
-adjusted maxactive so wave doesn't drag on if players start lagging behind
-reduced demoknight count (spawncount/maxactive from 3/6 to 2/4)
-changed soldier/pyro support count (spawncount/maxactive from 4/8 to 3/6)
-changed soldier/pyro support ratio from 1:1 to 2:1 (2...
-more artpass. 3dsky, soundscapes, cubemaps, spec cams, clipping, etc. are all done. map is ready to submit barring any popfile changes. phi is doing optimization for b3 (contest version)
normal pop changes:
-changed max respawn time from 7 to 4
-reduced second subwave of soldiers from 20 bots to 15
-increased time between heavy spawns (from 4s to 6s)
images later because im busy!!!!
anticipated map changes:
-fixed bug where second soldier wave gave too much money
-swapped scouts and heavies to change pacing of the wave
-demoknights enter sooner (from 30s wait to 10s)
-removed pyro mission because it didn't work how i expected
-changed giant pyro/flare pyro support to giant demo/demoknight support
-changed soldiers and pyros to support, reduced spawn rate
-added engineer hints
-added more nav blockers
-added crates to jump up to cave flank (scout or jump height upgrade only)
-added medium health/ammo to hill building near the front balcony
-added normal popfile
-added cave flank
-resized hatch area to fit in a staircase so standing on the hatch isn't a dead-end
-moved hill deathpit to center so its more difficult to use
-resized both deathpits to 256 untis wide instead of 384 to make them more difficult to use
-changed lighting near cave deathpit to make it read more like one
-nudged the stairs in the hill building around some
-added nobuild to small roof sections on hill building
-moved full health from main hill building to mid...
-redid hill route pretty much completely. building is totally redone to better support its use in fighting robots and the reset route has been replaced with a deathpit (fence is now directly by train tracks and a small section of it is missing)
-cave route got a makeover so each of the pre-existing platforms overlooking the bomb path is more easily accessible and usable. the reset route is gone and there is now a deathpit. pickups got all moved around as per usual
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