MVM redbrier

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
Download Link:
http://tf2maps.net/resources/redbrier.1202/

I originally started this off as a remake of the Meet the Medic video before realizing there's not really that much to that video and it's apparently just badwater retextured. And also someone else made the a koth map that was basically dead on.

So I just kept mapping and mapping and I have something that probably isn't very well optimized, but how well optimized are the mvm maps anyway? I'll be fixing the optimization in later versions once I figure out what works and what doesn't.

This is probably the best looking map I've made in the history of ever, but I have no idea how it plays, so I'm not going to be releasing it to the public until I do some testing with a group of my own.

Currently it runs off a modified mvm_mannworks.pop file and should be between the normal and advanced difficulties on Mannworks.

Supports 2 tank combat!

The pile of robots texture was made by me and does not tile so I am not going to release it.

Credits:
A Boojum Snark for the Ultimate Mapping Resource Pack
Ravidge for the Lighting Library
ikem for the Light/Effects Library
Acegikmo for the Environment Gallery
zpqrei for the Lighting Prefabs
Literally would not have the patience for doing mapping if it weren't for the things each of you created. Thanks a ton!

Aly for decompiling the MvM maps and putting them in a pack

Pictures:
454159900_preview_2012-08-26_00002.jpg 454159900_preview_2012-08-26_00003.jpg 454159900_preview_2012-08-26_00004.jpg

And of course Valve for making MvM and TF2 and everything Valve related.
Also Valve's mvm_mannworks, mvm_decoy, and mvm_coaltown for existing and all having different methods for setting up the MvM mode.
 
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deadsource

L3: Member
Jul 11, 2011
121
55
You should scale the cliff texture (screenshot 1) to about 0.5 or 0.75. 0.25 looks a lil' bit repetitive.
 

Esoker

L1: Registered
Feb 15, 2012
7
0
Hi!

judging from the screenshots the map has a very simple structure.

the Environment does not inspire me. does not have its own or particulary identity, I suggest you concentrate to give an better ideas to this map (like a secret warehouse of Mann.Co under an mouintan for example) and focus on the colors of the map and add some details.

I hope to see innovation in the future ;)
 

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
First two: I'm not releasing it until I make my own waves for it, which will take a few days. I imagine everyone is extremely bored of playing the normal Mannworks population files by now (some of the waves are a bit dull).

deadsource: Definitely a good idea. I was going to try breaking it up with some of the rock models, but it's a bit awkward looking. I'll try scaling it and see what that does for it. Thanks!

Esoker: It's a Mann Co. building built into a cliff face that doesn't exist yet because I didn't want to get the skybox done before testing the layout (You would see it in the back of the second photo). You can sort of tell in the first screenshot by how it's partly inside of a cave. It will definitely be more refined once I get it tested and see what works and what doesn't.
 
Mar 23, 2010
1,872
1,696
i totally had the same idea to put a broken down tank in my map
 

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
It really is just asking to be put in the map. There are no broken tread models, though, and the collision box is a bit awkward.

Figured it was more interesting than another rock (plus you can put a sentry/dispenser on it)
 

tyler

aa
Sep 11, 2013
5,102
4,621
Putting buildings on props frequently breaks the Sentry Buster's pathfinding and will cause the sfx to loop forever, fyi.
 

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
Oh, good to know. I've actually got an invisible brush on the top of the props that people are meant to build on, so I'm not sure if that'll work.

I'll let you know if this works when I get around to playtesting it.
 

Kengon

L1: Registered
Jul 4, 2012
31
4
Some of your displacements have very visible edges (especially in the second screenshot). Using a blend brush and painting the alpha around the edges would make it look more seamless, and doesn't take too long. :) If there isn't a blend material for that grass and cliff, I'd be more than happy to make you the .VMT.

One other thing I picked up on from those screens (the first one) is that there's not a huge amount of detailing around the rockets or the ramp up to there. Some railings would be nice, and crates/decals scattered about the floor could also add to it. You were probably going to do that as the development aged, I just thought I'd mention it just for the sake of it. :)

I like your use of spotlights though, looks very cool! Nice job so far on the whole. Some more MvM maps will be a welcome change.
 

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
Yeah, I wasn't entirely sure how to texture a cave-like structure. I might try to make the ceiling a different texture and alpha blend between the two. I'm pretty positive there's a blend material for the cliff, but thanks for the offer!

The problem with around the rockets and near the ramp is that the tank drives by there and it has to be pretty open so you don't get crushed too often by the tank against a box or something while walking backwards. I think I might push out the walls a bit to allow more detail, but I'll definitely be using some overlays so the area looks a bit better.

And I wasn't going to use spotlights initially until I realized that "Mann Co." should probably be lit up a bit and there wasn't really anything pointing at it, haha.

Will definitely make it more pretty and optimized when I see what works and what doesn't.
 

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
Sorry for the double post. I'm not sure how I'm supposed to announce that there's a download link without making this post.

Download link:
http://forums.tf2maps.net/downloads.php?do=file&id=5210

The name is mvm_redbrier_b3 (I got the title wrong when making the thread. I'm an idiot)

So, the map is released for public play. Please leave me comments and questions and bugs and all that in this thread and I'll try to address as much of it as I can. I've already heard to make the outside area larger, so I'm considering elongating it and maybe adding a bend somewhere. I'm probably going to play with sounds and particle effects and see if I can set up something so the player can tell which cliff the bots are spawning from.

Notes:
As far as I'm aware, the difficulty is between normal and advanced on Mannworks, as the .pop file is based off of Mannworks. The waves may need a bit of reordering, but I assure you that they are all possible to beat.

It's designed to be difficult for an engineer to set up near the front. The blue holograms show which door the bots will use to enter the facility, but not which cliff they are coming from.

The last wave is possible but extremely difficult if you've only played the "Normal" modes. The group I played with had 6 decent people and each time we finished with the bomb literally about to drop into the pit.

I've already heard to expand the outside region so the map is longer, but let me know if there's anything else. Obviously, I can't change the map based on every comment, but I will read them all!

Thanks for playing!
 
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DrDaxxy

L1: Registered
Jun 5, 2009
4
2
Nice map. First of all, it looks great.
Secondly, it is pretty tough. I've run this on a pub for a few hours now and it still hasn't been beaten :D

Regarding difficulty, I especially like how there's no fixed defense point and the "front line" really does change a lot. There's no well-shielded point for setting up sentries, I guess you intended that.

There's a small problem with the large scout (I think I've seen it in wave 5, maybe others too though). It apparently runs around aimlessly outside for a while before entering the base. Though I haven't checked the popfiles, maybe you intended that :p as it does attack people.
I should also mention that this helps players kill the scout; one of the main reasons for losing this wave is the scout getting the bomb and rushing in unhindered. Nice job on that one ;)
 

BrokenTripod

L5: Dapper Member
May 11, 2009
248
65
Thanks a ton for the comments!

I assure you that it is possible, so keep at it! You'll need a good team with a keen eye for the last round. We lost twice on the final round due to a sneaky machine walking past while we were distracted by the second tank!

If you keep an eye on which door the robots are meant to go in, there's a "front line" right at the entrance of the base, but holding that spot is usually pretty difficult. I'm making a larger version of it now so there's more outside combat before the base. Hopefully that'll make it work better.

I didn't notice that problem with the large scout, which is strange. I have no problems leaving that in there, though, because I know those dumb scouts can be the most annoying wave.

Thanks for playing it. I'm glad you've had fun on it!
 

goosmurf

L1: Registered
Sep 22, 2012
23
18
Played this for the first time tonight. We had a reasonably solid team and failed a couple of times on wave 7 or 8, whichever had the two tanks + 2 soldier+medic combos. Difficulty feels about right, kinda on par with stock maps Advanced missions.

Really like the design & layout. Real pretty, and the multiple paths and all the twists & turns forces the team to move around to react to things.

Just a couple of bugs:

The Giant Heavy got stuck here for some reason:
http://cloud.steampowered.com/ugc/1136288549526868382/4ADD6394A3761FC26B244F7FC8D98AF1909B06D4/

And the Sentry buster seemed to get stuck here trying to get the stairs:
http://cloud.steampowered.com/ugc/1136288549526982260/D4789603EFACF0B03601EBC784EFD8852F070156/
 

PMAvers

L6: Sharp Member
Jan 29, 2008
389
142
Maybe I missed something, but there didn't seem to be a .pop file included in the download. All I saw in there was the .bsp and the .nav.