MVM Area 52

MVM Area 52 RC3 v6

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Woozlez

L3: Member
Jul 28, 2010
129
287
MVM Area 52 - Mann Co has harnessed alien technology. What will this mean for the mercs?

Version: Release Candidate 1

Mann Co has harnessed alien technology at one of their many secret facilities, Area 52. A UFO, moon rocks, alien goo, and even alien booster technology are all stored here. The problem is, as always, the robots are here to destroy it! This map utilizes the gate mechanic of Mannhattan, but with a completely refreshing take on it. Play to find out the secrets of Area 52, and experience a fantastic new MVM experience!

Hosted by Potato's servers, but also feel free to host it yourself by downloading from the link above. Potato's servers: http://steamcommunity.com/groups/potatoservers
 
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LeSwordfish

semi-trained quasi-professional
aa
Aug 8, 2010
4,102
6,597
When I played this a while back - i'm not 100% sure what server - i found a few things i disliked, but there didnt seem to be any way to leave the feedback. The wave seemed far too easy - we regularly beat it with 3-4 players - and the map just seemed so much longer than anything else, like a full-size tf2 map. We did very little fighting inside the buildings, but i'm not sure what the jump pads added to it.
 

Brixmon

L1: Registered
Aug 5, 2013
5
1
Hey, Woozlez, do you think you could give us some information that would help people make custom missions for this map, like you did for Underground in the Facepunch Custom Missions Megathread v3? I might decide to make some missions for it, and, taking a look at the popfiles, there were several things that confused me/i was unsure about.

I saw some "Gate Tanks" in the popfiles. I have no idea what they do.
The only differences I can see are that they use tank_boss_path_1 and have boss_tank_dead_relay.

There are some tanks in Advanced 3 and Expert that use tank_boss_path_1 and use boss_tank_dead_addbomb1_stay or boss_tank_dead_addbomb2_stay. What are those?

Is there a nav_prefer_flank_6? What paths do main and flank describe, and what are the differences between 1-6 and 1-5?

What's different about spawnbot_boss and spawnbot_boss_side? It looks like they're analogous to the non-boss spawns, but what makes them different, specifically?

Is there anything else special about the map that I missed, that custom mission makers may like to know?
 
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Woozlez

L3: Member
Jul 28, 2010
129
287
Gate tanks open the gate. They pause in front of the gate, open it, then go on through. Just copy-paste which of the two tanks you want, and adjust the timing and health.

I am actually not familiar with boss_tank_dead_addbomb1_stay or boss_tank_dead_addbomb2_stay. Those involve endurance mode, where multiple bombs spawn. I believe that those might just stop the other bombs from spawning while the tank is alive, but I'm not sure. Zorbos took care of endurance mode for this map.

There is no nav_prefer_flank_6. Here's a really crudely drawn map that outlines the paths: http://i.imgur.com/dCRbUI1.jpg

Spawnbot_boss is from the carrier. Spawnbot_boss_side is from behind the rock. Side indicates that it comes from that left area behind the rock. You can also use spawnbot_invasion to spawn randomly at both locations.

That should be about it.
 

Woozlez

L3: Member
Jul 28, 2010
129
287
Have you fixed the lighting errors on the roof transformers yet? Also it looks like you've removed some of the visual noise indoors, which is a relief. I have yet to play this map but I must say it's looking better.

The roof transformers were actually fixed when I uploaded to the workshop. I just never bothered to take a new screenshot, haha.
 

Woozlez

L3: Member
Jul 28, 2010
129
287
Reduced prop count from 1560 to 1140.
Mannhattan-specific voicelines now play when the gates are captured or are being captured.
Removed some invasion content. All that remains is the saucer, a ring, and the jump pads.
Updated missions.
Updates HUD files.

Read the rest of this update entry...
 

Woozlez

L3: Member
Jul 28, 2010
129
287
Very small nav update - There was one single nav rectangle that was defined as blocked because of a clipping edit, which caused all sentry busters to blow up at spawn. This is a pretty big issue, but a very small fix that doesn't require a bsp update, just a nav update. Therefore, only redownload if you're hosting the map!

Read the rest of this update entry...
 

Woozlez

L3: Member
Jul 28, 2010
129
287
- Updated missions.
- Fixed alot of minor inconsistencies.
- Removed alot of useless code which does nothing.
- Normal: Tanks now spawn with the final giants on Wave 7.
- Expert: Fixed an issue where one of the Gate Tanks on Wave 5 would not use the "final tank" skin.

Read the rest of this update entry...