Sundown

MVM Sundown a7

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
What links Palm Springs, the London Ritz, the Lizard Spit motel in Lizard Spit, Alabama, and the Sundown resort in sunny (REDACTED)? Why, that they were the key, most gruelling battles of the robot wars. Lizard Spit was saved at the final moment by a floating-point error, and the London Ritz saw, in order, the first robot-human battle, the first robot-human truce, the first robot-human marriage, and the first robot-human episode of Celebrity Divorce Court. Past the waving palms and through the secret nuclear reactor of Sundown, however, the most furious fighting of any mechano-man conflict in human history was seen...
-Ebony and Binary: a history of robot-human relationships (C. Sharpe and non-fiction unit 0110100100, 1989)

In Sundown, Mann Vs Machine brings whole new challenges as you fight to defend the tropical sundown resort against three all-new popfiles.
  • In Suntan, airblasts and liquids are the order of the day, as a wave of flame-wielding robots sears through: with nearly every bot igniting players in some way or another, the cooling waters of the pools and the fountains become vital defensible positions. (Normal difficulty)
  • In Storm, the fight gets up-close and personal, with support bots rapelling from the rooftops and into the action itself. These bots cannot carry the bomb themselves, but the distraction they force means only the most well co-ordinated team can defend the hatch with them around. (Intermediate difficulty)
  • And in Siege, the giants arrive. (Advanced difficulty)
  • And in Sunburn, the flames return, turning up the heat for one of the hardest missions yet. (Expert difficulty)

Water texture from the maritime pack, wood and cloth textures from the construction pack. Thanks to turbo for helping me troubleshoot issues, alias for building the "sunburn" popfile, and EArkham for kindly allowing me the use of his custom hud textures.

To install, unpack the zip to your tf/ folder; this is necessary for the nav and popfiles.

To change to "Normal" mode (also the default), vote or type "tf_mvm_popfile normal" in the console.
To change to alias's advanced/expert mode, vote or type "tf_mvm_popfile expert" in the console
 
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LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
Okay so some notes from the last test:

The logic controlling the arrows is faulty.
The popfile is too easy, and needs whole-scale replacement.
The sentry spot on top of the upgrade station is OP, and broken.
The spawn i thought i'd fixed, i hadn't.
Something's wrong with the func_respawnrooms: not least that they don't extend to the edge of the dropdowns properly.
 

LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
Things to rename the map to: Sunshade, sundeck, suntan, sundown, sunbathe. Sundeck and sundown are my favourites. I also kinda like sundress but that feels like a dumb name for a map.

Other things: I've put together a new popfile for this map, whatever it's called, below in code tags.

Code:
Wave One

-Three giant soldiers, each with two/three medics
--arriving sequentially

-support snipers


Wave two

-Tank
--Health and speed caluclated to make it hard to kill but not too hard.
-Support spies, snipers

Wave Three

-12 heavies (three at a time)
-35 soldiers
--Squads of five
--One buff banner/batallion's backup soldier
--four mini rapid-fire soldiers- triple fire rate, 1/3 damage, no knockback, 3 seconds crits on kill.
---increased reload time, full reload
---idea being to feel frantic, and throw out massive volleys of fire, while not being that much harder to kill
---Also give pyros something to do.
-Support engineer


Wave four

-Three giant rapid-fire soldiers, each with two/three medics
--arriving sequentially

-support scouts (medium), snipers

Wave five

-3 Giant demomen+medics
--spaced out throughout the next wave, to break up defences
-25 soldiers
--same squads as the previous wave
--5-10 at a time
-24 heavies
--3-6 at a time
--3 seconds crits on kill
-Tank
--follows along behind the rest of the wave once players have been disorganised

-Support snipers, engineers

Wave six

-Three giant rapid-fire soldiers, each with two/three medics
--arriving simultaneously at start
--other waves, including demomen, start after they're killed
-48 heavies
--3-6 at a time
--3 seconds crits on kill
-72 scouts
--3-9 at a time
--reduced damage maybe
--3 seconds crit on kill
 

Lenny

L2: Junior Member
May 2, 2013
90
35
Resupply area looks very open.
 

kimoto

L1: Registered
Aug 28, 2012
5
7
Thanks great map.

i installed mvm_sundown_a3 in my mvm server. but mvm_sundown_a3.pop is broken?
2 waves only :eek:

i found popfile bug. incorrect number of close bracket.

example:
// wave 01
Wave {
nyan cat
<= missing close bracket!!

// wave 02
Wave {
nyan
}

my fixed version is here https://gist.github.com/kimoto/5794495
this popfile is 6 waves incoming.


and my mvm server counting stats played/cleared/loaded each maps.
http://tf2.kymt.me/mvm/stats/mvm_sunburn_a1
http://tf2.kymt.me/mvm/stats/mvm_sunburn_a2
(and other map stats http://tf2.kymt.me/mvm/stats)
 

kimoto

L1: Registered
Aug 28, 2012
5
7
my server updated to your a3a version pop file, thanks for really quick fix!

Does it require a server plugin or is it taking data from all servers?
Yes, require my server plugin.
currently this data is crawling my mvm servers only now (My Mvm server is 8 instances).
my servers: http://tf2.kymt.me/mvm/servers

could the thread name be changed to "Sundown" please?
Because my program is not good, change the map name that was published in the past is hard! :eek:
 

Egan

aa
Feb 14, 2010
1,375
1,720
I just played a match with Turbo, Lightflock, Donut, Glaceon, Noizeblaze, and then Stega. It was kinda repetitive since there weren't many routes for the bots to go - they were all funneled into the middle passage leading up the ramp into the final room, and also the middle waves were very hard. The final wave (or at least I think it was the final wave) was pretty fun but we don't think it's possible to beat. We easily tore through the massive amounts of pyros and medics but once we did the 3 tanks were lined up about 20ft apart just outside the final room. Didn't stand a chance.

We left a lot of feedback here, but the demo is still being recorded cause the map hasnt changed yet. (a demo exists in the database for the map but it was when we were still getting a hang of the server).
 

Turbo Lover

Fight me under Glasgow Central Station
aa
Feb 15, 2011
333
344
Just so I can put my thoughts down in a more permanent medium and give you some specific points, I'm posting this here.

Popfile Stuff

Wave 1 & 2 are fine, under the basis of it being Normal difficulty, they're great, more of that please.

Wave 3 brings a huge spike in difficulty, which all further waves use as a starting point for difficulty, I would say ditch wave 3 and onwards and look at Valve missions.

Most of the following suggestions are mainly to do with the bots themselves, and are exactly that, suggestions, there weren't a lot of big problems coming from the templates.

Give your Axetinguisher Pyros Attributes DisableDodge, DisableDodge stops them from strafing which has the uncanny ability of making them a lot better at hitting you with a melee weapon.

Nerf the explosive damage your Soldiers do OR change them to a single shot type like the Giant Charged Soldier OR give them spread like the Beggar's Bazooka.

For your flaming Bowmen and Soldiers, I would change the particle you've given them which looks funky and weird and distracting to "attach particle effect static" 13, which is the Burning Flames Unusual effect.

Nerf the damage your Snipers do.

Map Stuff

Your bots get stuck in a few places, you have the screenshots.

Your pathing, be it nav side or entity side, needs work, few occasions where bots went the wrong way.

Snipers shooting me while I'm upgrading because a teammate opens the door.

Moving the deathpit to the right side and putting a fence up top, again you have the screenshot.

That one place on the leftmost exit from spawn that looks like it was supposed to be a nesting spot for Engis, but was almost never used.

And of course, the bomb being stuck in the deathpit, and on the roof of the glass building the tank goes through in the hatch room. By the medium health & ammo.