MVM Storm

tyler

aa
Sep 11, 2013
5,102
4,621
I like what you've done here. Let's play it.

Frankly i don't know what i do around this place.
Me either. Both of your most recent maps are at least half my ideas, though, so I definitely like that you're around.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
Sword is yyler's "make map" button

and he presses it hard
 

Idolon

they/them
aa
Feb 7, 2008
2,105
6,106
On the last round, the tank instantly spawns above the hatch and falls in. dafuq

EDIT: some real feedback is good i suppose

The map is pretty boring overall. There is only one tank route, and three routes for the bots to take. The tank route needs more places to go, right now you either go down the main path, or... go down the main path. The lower, curved path also suffers from the same problem, with the addition of being cramped and flat. I never saw any bots enter the pipe system, but I'm guessing that's because we killed the bots to easily.

The first room is pretty baller. Paths could stand to be wider, and I wouldn't mind some cover on the back balcony. The finale is pretty bland looking, but I never got the opportunity to fight bots in it.

Your pop file is super easy and you should make your own for the next release.

Overall, it was a bit of a downer. It has some cool ideas, but the overall execution was lacking. Study existing, successful MvM designs some more.
 
Last edited:

tyler

aa
Sep 11, 2013
5,102
4,621
your tank spawns deep in the water so i had to noclip to kill it. the final tank spawns above the hatch and instantly owns us, but that's aly's fault i think. do your own pop file for this as soon as possible. pyros with that dumb neon sign melee might be interesting.

1iHnt

nodraw, no problem

1iHnj

players cant jump into this--intentional? mark it if so

1iHn4

i would like if one or both of these gratings could be removed so i can shoot through them. actually, now that i think about it, i'd like if this area was generally more interesting

1iHmO

love the start as a soldier. the water is awesome. great idea, i am glad i had it

1iHml

this is a super boring hallway

1iHnQ

i think you should put a players-only vent down here under the escalator that connects into the hallway or something so that we can skip the first curve of that boring hallway

1iHmy

you've got a playerclip here blocking movement, i think it's just the side of a clip brush that lets you walk up that lip more easily

1iHoa

love this
 

Ravidge

Grand Vizier
aa
May 14, 2008
1,544
2,818
I'm not sure I understood what was going on. There were waypoint signs pointing everywhere, I think there were 2 paths enabled at once?

The map both big and small at the same time, the reason is that there are many different routes, extremely separate from each other, once you're in one of the paths, you won't be able to quickly move to another, and this is a problem if the bots split and push multiple routes, again I don't know if that actually happens but I will assume they do.

The tanks are broken. one just doesn't rise from the starting pit, the other trolls right into the end pit when it feels like its time (it spawns on top of it and just ends the game)

All in all I have to say it was more confusing than fun for me as engineer. I was not sure where my sentry would be the most effective, and there were very few clear "hold" positions or corners that were actually useful for me to hide behind. All the time I was worried something had run past me, and I had no idea where half my team was or what they were doing, but at the same time none of them seemed to be slacking so I don't know.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
On the last round, the tank instantly spawns above the hatch and falls in. dafuq

/// Blame Aly. Also i guess i should fix that.

The map is pretty boring overall. There is only one tank route, and three routes for the bots to take. The tank route needs more places to go, right now you either go down the main path, or... go down the main path. The lower, curved path also suffers from the same problem, with the addition of being cramped and flat. I never saw any bots enter the pipe system, but I'm guessing that's because we killed the bots to easily.

///I think i'll swap the pipes for a corridor, one i can send the tank down.

The first room is pretty baller. Paths could stand to be wider, and I wouldn't mind some cover on the back balcony. The finale is pretty bland looking, but I never got the opportunity to fight bots in it.

///Wider paths, more cover. Check and check.

Your pop file is super easy and you should make your own for the next release.

///Awww man.

Overall, it was a bit of a downer. It has some cool ideas, but the overall execution was lacking. Study existing, successful MvM designs some more.

your tank spawns deep in the water so i had to noclip to kill it. the final tank spawns above the hatch and instantly owns us, but that's aly's fault i think. do your own pop file for this as soon as possible. pyros with that dumb neon sign melee might be interesting.

///I don't know why the tank doesn't move.


players cant jump into this--intentional? mark it if so

///Not intentional. Will be fixed.



i would like if one or both of these gratings could be removed so i can shoot through them. actually, now that i think about it, i'd like if this area was generally more interesting

///I guess the transition from start to finale is the area that needs more work overall.


1iHml

this is a super boring hallway

///Maybe it's wide enough for a train in the middle. Otherwise, you ever seen a subway track? They are basically dull corridors. This is, of course, no excuse.

i think you should put a players-only vent down here under the escalator that connects into the hallway or something so that we can skip the first curve of that boring hallway

///Sounds like a good idea.

I'm not sure I understood what was going on. There were waypoint signs pointing everywhere, I think there were 2 paths enabled at once?

///There were, yeah. I guess that's a bad idea, huh?

5char
 

grazr

Old Man Mutant Ninja Turtle
aa
Mar 4, 2008
5,441
3,814
Looks like the problem is to do with the fact the map seems to be primarily corridors. Which means fewer areas around the paths to take up ambush spots. It also means less visiblity of the map to see where bots are and obviously prevents players from taking direct paths towards bots in other areas of the map.

Actually, i advise looking at some NS2 level design for some solutions, due to the fact that one team can "wall walk" there are interesting wall and platform designs.

For example, if there is going to be a subway, you could have bots travel down the tracks while players hold the high ground a platform (Actually i think this is a BF2 map design also).
 

Freyja

aa
Jul 31, 2009
2,994
5,813
I told you that my pop file references things that are non-standard. The tank nodes are one of those, spawn points are the other. Silly Swordfish!