Teien RC6

MvM set in a rural Japanese town

  1. Release Candidate 6

    Freyja
    - Increased deathpit damage as a fallback for the sethealth trigger not working
    - Nobuilded the small shack roof
    - Fixed some perch points
    - Fixed some visual inconsistencies
    - Hopefully fixed some places bots could get stuck
  2. Release Candidate 5

    Freyja
    - Fixed some places the bomb carrier could get stuck
    B!scuit thanked this.
  3. Release Candidate 4 Fix

    Freyja
    - Added missing robot_teien.pop
  4. Release Candidate 4

    Freyja
    - Added relays to close the deathpit at mission maker's discretion: deathpit_block_relay and deathpit_open_relay
    - Added a money collect trigger in tank entrance
    - Raised ground under garden bridge slightly
    - Added nav avoids for common bots on raised grassy area in middle of the map to give players a bit more freedom
    - Added the common tag to path-controlling nav_avoids
    - Made it so there's only one "spawnbot" and "spawnbot_left/right" per side for alternating spawning as per request
    -...
    comradecommie thanked this.
  5. RC3 Submission 2

    Freyja
    - Updated popfile slightly
  6. Release Candidate 3

    Freyja
    Map Changes:
    - Fixed insolid box you could get stuck on
    - New hatch
  7. RC2 Fixed

    Freyja
    - Fixed corrupted BSP
  8. Release Candidate 2

    Freyja
    Map Changes:
    - Fixed loads of bugs
    - Added health pack to the garden gate building
    - Added sushi

    Normal Mode Wave 1:
    - Changed Bison soldiers to Samurai Soldiers
    - Shotgun heavies spawn halfway through rocket soldier spawns, rather than after.

    Normal Mode Wave 6:
    - Pyro boss spawns after soldier boss is dead

    Expert Mode Wave 1:
    - slightly reduced number of small bot spam
    - Added 2 giant soldier squads to the later half of the wave

    Expert Mode Wave 2:
    - Slowed down spawning of giant heavy...
  9. Beta 4

    Freyja
    Map Changes:
    - Fixed numerous navigation bugs
    - Fixed a teleporter spot that caused giants to get stuck
    - Fixed numerous seams (but I'm sure there's still some)
    - Smoothed out the bot spawns, this should prevent the Samurai Boss from getting stuck in the left spawn and other bots getting stuck in the right.
    - Removed the ability to crouch under the wooden platforms at the front (bots would get bugged out)
    - Raised doorways in buildings where giants would rarely get stuck.


    Normal Mode Wave...
  10. Beta 3

    Freyja
    Map Changes:
    - Fixed a large bug with instances on the back road route
    - Redid part of the 3d skybox more to my liking