Undermine (Haunted Mine)

Undermine (Haunted Mine) b3c

  • Fixed various boss-related bugs.
  • The boss should now be less likely to get stuck after phasing through objects.
  • Players can no longer get stuck inside the boss.
  • Made a few minor tweaks
  • Created B version to avoid file diff between the workshop version and TF2M version
  • Changed the name to Undermine!
  • Did a more thorough second artpass
  • Added a new accessible route along the cart tracks
  • Miscellaneous minor fixes & improvements
  • Finished & optimized the Prospectre's model and textures alongside associated models & pickups
  • Added loads of new voicelines for the Prospectre
  • Gave the Prospectre a new dynamite burst ability which can trigger when he's near a large group of players
  • Tweaked pickups & boss AI for balancing purposes to hopefully favor the defending team less
  • Various minor tweaks and improvements
  • Did a rough artpass of the underground and hillside (more is yet to come)
  • The Prospectre now has lots of voicelines (courtesy of Benjamoose) and new animations (courtesy of Setry)!
  • Added spectator cams
  • Added soundscapes
  • Miscellaneous fixes & improvements
  • Added new nooks to serve as decloak and teleporter spots
  • Tweaked pickups
  • Various minor fixes
  • The Prospectre can no longer set off pumpkin bombs with his dynamite
  • The Prospectre now takes 40% less damage from miniguns and sentry guns
  • Changed how the reward items are dropped. Individual player damage is now tracked, allowing players to "farm" pickups from the boss more easily
  • The boss now drops multiple rewards on death and players cannot collect them if already under the effects
  • Pickups no longer grant minicrits due to their increased prevalence (but still grant the fire rate bonus)
  • Did a rough initial artpass over much of the map
  • Instead of crumpkins, the Prospectre now occasionally drops special pickups which grant players a new "ghost" effect (flight + minicrits + firing/reload speed buff)
  • Tweaked pickups & bombs
  • Increased timer length to 4 minutes
  • Tweaked boss spawn conditions to prevent him from spawning too frequently or too quickly after being killed
  • The green glow effect now visually indicates the Prospectre's approximate position in the map
  • Rotated the whole map 90 degrees for easier editing! wow!
  • Various minor tweaks & improvements
  • Changed the Prospectre's teleportation method. Instead of just vanishing, he now phases down into the floor or up into the ceiling before popping out elsewhere.
  • Added the ability to headshot the boss (you would not BELIEVE how annoying it was to get this working!)
  • Temporarily disabled sentry targeting due to an unresolved bug that can make him freeze up
  • Turned off the dodgy killcam for the boss (may reenable later if I can fix the zooming)
  • Moved spawns closer to the point
  • Fixed a few weird sightlines
  • Tweaked routing to encourage use of the back area leading to the skeleton room a bit more
  • Added new ramps to make it easier for attackers to gain high ground when approaching the point
  • Tweaked how the Prospectre spawns. Instead of spawning immediately on first cap, he now spawns once when either clock reaches 2:15 (45 seconds held) and then again once one of the timers reaches 60 or 30 seconds left, assuming he is not still alive.
  • Gave the Prospectre a slight preference for the winning team when selecting targets
  • Added another boss teleport destination near the point
  • Slightly reduced frequency of minecart spawns while the boss is alive
  • Minecarts now only deal about 50 damage on hit instead of insta-killing players
  • Fixed potential boss freeze bug