MVM Turbine

UltimentM

L1: Registered
May 4, 2014
30
14
A Mann Vs. Machine version of classic CTF Turbine with a changed main room, new air ducts and is 100% working. It's still in alpha, and quite a lot of work may needs to be done, so don't criticize it too harshly.

I've made a custom MvM mission for the map. The waves are quite short as the map is small, so please tell me what you think of it!

(Thanks to Flobster for making the original Turbine.)
 
Last edited:

Bunbun

aa
May 18, 2014
401
782
Turbine + mvm? sounds like a cards against humanity themed map.
 

Snowbat

L4: Comfortable Member
Apr 23, 2013
165
74
Eh I think you didn't think this through. Like, at all. This is not gonna go well. For starters, stacking crates like that makes no sense. Secondly, it looks like the bots can only take one path... one narrow path which is gonna make it easy and boring for human players.
And finally, Turbine is way to symmetrical and crampy for an MvM map.

My 0.2 €
 

Egan

aa
Feb 14, 2010
1,375
1,721
The map looks cool! I always like a good fort, used to do prop_dynamic_create with the miningcrates to make box forts all over payload maps (before hitting the edict limit and crashing the server, good times).

But yeah like the others mention, you should build cubemaps. Which is where you place env_cubemap entities in your level, and then run the commands in the link, which create reflection textures that get accessed when the player comes in proximity of the env_cubemap entity (one per room is fine). It's just source engine's way of doing reflections, since realtime reflections in 2004 would bring computers to their knees it seems.
 

UltimentM

L1: Registered
May 4, 2014
30
14
at least build the cubemaps
No cubemaps? Really?
I have. I just don't know how to use them :p

For starters, stacking crates like that makes no sense.
May I ask why? Quite a few maps do it.

Secondly, it looks like the bots can only take one path... one narrow path which is gonna make it easy and boring for human players. And finally, Turbine is way to symmetrical and crampy for an MvM map.
I have been thinking about this. The map is quite small for MvM standards, and that is what I thought would add charm to the map. It's still in alpha, and a lot of work still needs to be done, and I have been thinking of making it somewhat bigger by adding new areas and expanding.
 

ExtraCheesyPie

L420: High Member
Jan 29, 2015
484
151
May I ask why? Quite a few maps do it.


Not a lot of them do. A lot is just like a sheet of metal used as a bridge, unlike here where someone actually had to take like 20 crates, stack them up manually, then put pallets on top to create a ramp.

-from what I remember of the picture at least.