MVM Transition

Moonrat

nothing left
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Jul 30, 2014
932
585
A map in planning that uses the MVM game mode!

It is a transition from a swamp area to Mann Co.'s Factory!

This is only being submitted for feedback on the layout, I don't want to start adding in all of the robots until the map itself is at least decent......
 
Last edited:

chemelia

yndersn't
aa
May 11, 2014
406
619
Well, it's hard to judge a layout from just looks, especially MvM. The gameplay of the map is greatly influenced by the type of bots in the popfile, e.g. whether it has lots of scouts, mostly heavies and soldiers, or whatever else. You should get out a playable version so people can test it out and give more accurate feedback.

From what I see though, it looks like the "chokes" are still very open, and the high ground doesn't seem high enough in areas (2nd screenshot).
 

Moonrat

nothing left
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Jul 30, 2014
932
585
The map looks very large and open, particularly in the last two screenshots.

Also, I'm not really diggin' the dark and murky lighting.

I was thinking about changing the lighting to an early dawn, or maybe something else
 

Moonrat

nothing left
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Jul 30, 2014
932
585
So recently I made an Advanced wave for Transition, and I want to know what you guys think of it.

Glitch in the Manntrix
Advanced

Wave one:
Bat Scout x40
Shotgun Soldier x30
Demoman x20

Wave two:
Flare Pyro x40
Pistol Scout x30
Huntsman Sniper x40

Wave three:
Soldier x40
GORU Heavy x70
Tank 15000 Hp

Wave four:
Scout x100
Giant Scout x2 HP 500

Wave five:
Black Box Soldier x50
SVF Pyro x30
Heavy x40
The Hunter (Huntsman Sniper Giant) Scale 1.6 HP 5000 Damage x0.7 Clip +4
Giant Quickfix Medic HP 1000
Tank HP 20000
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Those numbers dont realy say alot. It heavily depends on the way you use them. Posting the code of the popfile itself would be more effective (use the [code] tags though when you do so as it keeps the tab/spaces in place so it shows in a neat way).

And it would be ideal if you only show such numbers to at least make it as an image (screenshot at each wave and merging them together in just 1 screen).

Also, here is the url of the feedback i gave earlier:
http://forums.tf2maps.net/showthread.php?t=3438&p=316831#post316831
 

Moonrat

nothing left
aa
Jul 30, 2014
932
585
Those numbers dont realy say alot. It heavily depends on the way you use them. Posting the code of the popfile itself would be more effective (use the [code] tags though when you do so as it keeps the tab/spaces in place so it shows in a neat way).

And it would be ideal if you only show such numbers to at least make it as an image (screenshot at each wave and merging them together in just 1 screen).

Also, here is the url of the feedback i gave earlier:
http://forums.tf2maps.net/showthread.php?t=3438&p=316831#post316831

I used your feedback in a lot of the newer version of this map, adding in various things that make the robots go along a different path then before. Of course this is far from completion but I plan on making the next version have the game logic to run.....
 

Potato Uno

L1: Registered
Jun 14, 2014
17
9
For the purposes of map testing (and if you're feeling too lazy), use one of the valve missions (bigrock, coaltown, decoy, mannworks) on your map using "tf_mvm_popfile <mission name>.pop" on the server console.

If you do that and upload a nav file as well, then it would be way easier to give feedback.
 

Moonrat

nothing left
aa
Jul 30, 2014
932
585
For the purposes of map testing (and if you're feeling too lazy), use one of the valve missions (bigrock, coaltown, decoy, mannworks) on your map using "tf_mvm_popfile <mission name>.pop" on the server console.

If you do that and upload a nav file as well, then it would be way easier to give feedback.

Huh, didn't know that.... I'll try it.