MVM Oilrig

Volcomator

L1: Registered
Feb 18, 2013
24
33
OILRIG (Mann vs. Machine)

STAGE: Release Candidate (3)
OVERALL PROGRESS
100_percent.jpg


Map Briefing said:
by Nathan "Volcomator" Ybanez

Grey Mann has located one of Mann Co's top secret bases on a mid-ocean oilrig! You can be sure his eetsy beetsy teeny robots will be happy to burrow into our top secret hatch and blow up our top secret base! Stop them!

Objective:
Defend Mann Co. from the the evil robot horde!

There are two difficulties available for this map. Normal (loads by default) and Advanced, featuring custom robots! Enjoy!

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CREDITS:

Some assets used in this map are from the Construction Pack. Credits go to the creators for the awesome models and textures.

I am also using the modified rain particles created by Psy. Kudos to him

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Here are a few of the custom robot types featured in this map:

oilrig_symbol2.jpg


"Nuker Soldier"
Giant only
Health: 5000

Name says it all. The "Duke of Destruction" as I like to call him. This is a giant Soldier wielding the Original. All rockets fired from his launcher are crits and move at 40% normal rocket speed. The catch is that his rockets have 4x splash damage radius, in addition to an extra 2x damage modifier. This makes him very dangerous when he attacks players that are grouped tightly together. He does not fire fast, but his attacks are very powerful and should be avoided, or shot down by a Heavy. Additionally, a Pyro can reflect his rocket back at him for mini-crit damage numbers of over 800! This robot must be taken down as quickly as possible. Left unattended, a single Nuker Soldier can quickly turn the tide of battle against your team

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oilrig_symbol5.jpg


"Grapple Heavy"
Giant or Normal sized
Health: 300

A Natascha-wielding Heavy variant whose rounds not only slow you, but slowly drag you toward him! This is a money-collecting Scout's worst nightmare and should be avoided like the plague. Most Grapple Heavies only come in small groups of 2 or 3 and rarely pose a threat alone, however their ensnaring abilities make their targets easy prey for other robots.
 
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GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
Have you playtested this? I won't ask about optimized or anything, considering how much time you spent doing this map, you probably already know about this.
But, anyway, you played this with anyone, gathered feedback or something like this?

EDIT: Looks nice, though. At least you are good with detailing. Also, try to add vertical screenshots, they help with the layout.
 
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Volcomator

L1: Registered
Feb 18, 2013
24
33
Yeah I actually have one mission completed (8 waves) that I tested out with a group of friends. It seems to be pretty balanced at least from what we gather. Most of the kinks I've been trying to work out are actually texture/prop issues.

For whatever reason, I can see the custom content just fine, but anyone else I give it to cannot. Either the model will show up as an error, or if it does appear, it will be missing its texture. I tried packing the content into the bsp, and then when that didn't work, actually including the content in with the map in a zip file. No cigar on that one either though..

EDIT: Also in regards to optimization. I think I've got it down to a science at this point. Even with all of the particle effects going, I'm pulling 90+ fps all around the map even while the robots are running around. So no worries there :)
 
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Turbo Lover

Fight me under Glasgow Central Station
aa
Feb 15, 2011
333
344
EDIT: Also in regards to optimization. I think I've got it down to a science at this point. Even with all of the particle effects going, I'm pulling 90+ fps all around the map even while the robots are running around. So no worries there :)

Might be good FPS for those with good computers, but people with rubbish ones (AKA me) might not be so lucky.

At any rate, I'm looking forward to playing this, you've clearly put some good work into it and I'd like to see some of these robots in action (Love the custom icons BTW).
 

Volcomator

L1: Registered
Feb 18, 2013
24
33
Might be good FPS for those with good computers, but people with rubbish ones (AKA me) might not be so lucky.

At any rate, I'm looking forward to playing this, you've clearly put some good work into it and I'd like to see some of these robots in action (Love the custom icons BTW).

Yeah too true. So far the areaportals have made it so that the outside areas pretty much completely unrender when you go into any of the buildings, and there are also areaportals in the outdoor areas that effectively cut the map into thirds.

I'm pretty confident it should play well on most computers :)
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
looks freakin sweet, man
 

EArkham

Necromancer
aa
Aug 14, 2009
1,625
2,774
The wooden fences are very jarring. I literally said WTF outloud when I came to that screenshot.

Also the end of the water in the skybox/skybox transistion is quite obvious.

Otherwise, quite a coherent and nice looking theme.
 

Volcomator

L1: Registered
Feb 18, 2013
24
33
Those wood fences never seemed to look too terrible to me, but that's just my opinion on it. Got any ideas for alternatives? You're totally right about the water though. I went and fixed that just now

Thanks for the input!
 
Mar 23, 2010
1,872
1,696
that clipart lighter is pretty bad, also think the sun on a stick + 1% dmg pyros aren't gonna be a threat, but that's just theorycraft. the bots sound neat and everything looks great. get a dl up asap so we can play it!
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
I'm really liking how the map looks, sans the wood fences like EArkham said. Use security fences instead. The new bots are the best part though, really shows that you've put a lot of thought into it. Get an upload nao!

Oh, and there have been at least four maps named oilrig. Might want to pick a new name.
 

Vaconcovat

L3: Member
Jan 15, 2012
116
188
This is really looking nice. Have you playtested this at all, and if so, what's the general consensus?
 

Baraleth

L4: Comfortable Member
Aug 8, 2008
172
54
Looks very neat! I want to try out the new bots you've come up with.

I do agree EArkham, the fences should be changed to the metal ones. I think you should change your health and ammo packs. If you look at the release mvm maps, they have a lot of large health and ammo packs. Unless it was your intention for a team to have at least one medic or one engi.
 

Volcomator

L1: Registered
Feb 18, 2013
24
33
I tried the security fences and I guess it could work. Just needs a bit of extra tweaking to look nice ;)

As for the health kits, I made all of them Medium. Except now there is a risk that there is too much health in the map. But playtesting will prove that though

I would happily upload a build right now for you guys to try but I'm still having issues with the custom models/textures. Right now I'm using a custom 2d skybox texture, as well as a few models and textures from the Construction pack. I seem to be the only one who can see them without any missing textures / graphical glitches, no matter how i distribute them to my friends (packed into the BSP or given directly).

It pretty much makes the map look butt ugly for anyone who tries to play it. Does anyone have any idea why this is happening?

Oh yeah and I have been building cubemaps but it doesn't seem to make a difference whether I do it or not

EDIT: Security fences are up. They look pretty good actually, thanks EArkham for the suggestion
security_fencing.jpg
 
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GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
Cubemaps will have to be built if you have env_cubemap positioned over 64 HU (Hammer Units) of the skip texture. They will cause reflectivity. For example, the Intel area in 2fort. Why is the floor always so shiny? Cubemaps, that is.