MVM ibex

Skybex

L1: Registered
Aug 18, 2012
7
1
diverge

Working on a MvM map, still in the early stages but would like comments and feedback as early as possible.

General idea is that there is a high ground and a low ground, so you cant just let waves of bots stroll into your gunfire, but have to focus more on the bomb carrier and avoid letting him slip past you.

Map title is placeholder until I think of something better.
 
Last edited:
Mar 23, 2010
1,872
1,696
your buildings are floating, that snow texture is ugly, and i think the map started with like one heavy coming at a time and dying, and then my game crashed (maybe not for map reasons, will try again later).
 

Skybex

L1: Registered
Aug 18, 2012
7
1
Posted an updated version. A lot cleaner with more of the playable elements in. Lines of sight has been edited as well as some of the paths.

@Prestige. Did you set maxplayers to 32 before starting a local game? If not then bot spawns will act funny. It's just an edited stock .pop file until I do my own so shouldn't be any issues with it.
 
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Skybex

L1: Registered
Aug 18, 2012
7
1
Posted version a9 of the map

Refined a lot of the areas based on testing and added a few smaller routes to help the navigation of the bots as well as flow for the players.

The difficulty of the map should hopefully be about the same as the current maps on normal mode. Haven't done an Advanced mode pop file yet but will do soon

Latest version http://www.skybex.com/images2/tf2/mvm_ibex_a9.rar
 

pl

L5: Dapper Member
Mar 6, 2009
248
55
Can't say anything about gameplay (haven't tested), but I do really like the architecture/colour scheme of the buildings in the second screenshot!
 

Waterkillsfish

L1: Registered
Aug 27, 2012
1
0
Played the map with a few friends on a server. Thought it was a great concept, but a few bugs, E.g the group at the start of the map next to the bomb hole had a slit which people got stuck on, the start on the big health pack on the first wave the demobot got stuck at and we found it hard to know where the ammo and health were. Apart from that it was it was a good map and we had fun.
 

Skybex

L1: Registered
Aug 18, 2012
7
1
Can you be more specific please? I don't have an issue with the bots. The bomb carrier should ignore you and head to the bomb drop. But the other bots should follow the bomb carriers path but still attacking you.

There will be a new build out very soon so if there is an issue I am unaware of I would like to fix it so its not in the new build
 

Crash

func_nerd
aa
Mar 1, 2010
3,315
5,499
Just got done running a team through. I really like the look of this, and other than a few dark spots and clipping issues, you've got a nice map here.

We had a ton of issues with bots getting stuck and not spawning, though. We had to use bot_hurt at least 3 times just to progress through the map.

The money drops are down-right schizophrenic. We went one stage where we got 800+, the very next barely more than 400, after than, over 1000. I think this needs some serious tweaking.

The waves themselves seemed pretty decent, and I think spreading the money more evenly or gradually increasing it will help the flow of upgrading it.

Overall, you just need to polish it up and work out some kinks and I think you'll have a decent map.
 
Mar 23, 2010
1,872
1,696
i think i got terrible fps when i played by myself too. could have been just me though.l
 

kimoto

L1: Registered
Aug 28, 2012
5
7
This map is great map. My server people always enjoying.
I found this map bug. Red team Respawn room door has player stuck issue.

Following case PlayerA stucked.
1. PlayerA go under shutter. (open shutter)
2. PlayerB go under shutter. (keep open shutter)
3. PlayerB leave from shutter. (close shutter and PlayerA stuck)

I think this problem reason is using OnStartTouch/OnEndTouch Trigger.
Maybe you will resolve this problem when use OnStartTouchAll/OnEndTouchAll Trigger.

Im not native english. my english is poor :eek:
Thanks for great map making :)