Trainyard

MVM Trainyard rc3d

Potoroo84

L1: Registered
Dec 18, 2015
23
10
Hi, I was playing on your map some moments ago, and i think you're already fixing and tweaking the map but i'll try to not say the same things you've been told.

-The hanging container blocks sentry busters/big bots
-Players can get stuck on the train paths behind RED spawn (Just a few playerclips should do)
-Upper mid path (The big bridge near the hanging container) needs a bit of cover, so Snipers (From RED and BLU team) don't get too much of an advantage.
-Clipped health pack (Yeah, that one)

I suppose you're gonna be working a lot on making the map smaller and will fix these on the way. Good map anyways
 

Samniss Arandeen

L1: Registered
Mar 3, 2013
33
7
Your map explanation could use some revision and maybe a couple of proofreaders. It took me a few reads to understand what the hell you were saying.

I like the idea of trainbots; however, the map is incredibly huge. Shrink it down, please. I also experienced all but the "stuck on train" bit that Potoroo above explained. I found several areas way, way too dark (those ramps come to mind). I'll run through it again tonight and see what else I find.
 

FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
Your map explanation could use some revision and maybe a couple of proofreaders. It took me a few reads to understand what the hell you were saying.

I like the idea of trainbots; however, the map is incredibly huge. Shrink it down, please. I also experienced all but the "stuck on train" bit that Potoroo above explained. I found several areas way, way too dark (those ramps come to mind). I'll run through it again tonight and see what else I find.

I'm not very good at grammar so sorry about that. The trainbots does sound confusing. I'll shrink it down but I still do want it to make it long because of the train shortcut.
 

FortyTwo

L2: Junior Member
Mar 5, 2016
85
71

sooshey

:3c
aa
Jan 7, 2015
514
410
There's already a few maps on this site called Cargo, the most recent one last updated last year. The others are made by users who are no longer active, but I'd suggest changing the name to avoid confusion.
 

FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
There's already a few maps on this site called Cargo, the most recent one last updated last year. The others are made by users who are no longer active, but I'd suggest changing the name to avoid confusion.

MvM gamemode is completely different to other gamemodes and a very small amount of MvM community map are a remade of other gamemodes. Other Cargo maps doesen't seems to be very popular (as what i can see), plus of what you had just said. So I don't really see any point of doing it
 

Cargo_Tokens

L3: Member
Feb 19, 2015
116
71
Other Cargo maps doesen't seems to be very popular

#shotsfired


To be honest Cargo is somewhat of a stale name*, it'd be like naming a map "Concrete" or "Train". Really though name doesn't matter that much but it shouldn't be a name commonly used such as the previously mentions.

*That's why I added _Token
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
it'd be like naming a map "Concrete" or "Train".
cp_well, cp_granary, cp_steel, ctf_turbine, cp_egypt. Stale names dont have to be bad, but most of those names already have been taken. Which is why many times players go for more diverse names based on the location itself, of a mix of 2 words. In the end its still down to the gameplay of the map, no matter the name, if the gameplay is bad it would fail and if the gameplay is good it will be noticed.
 

PyroDevil

L3: Member
Sep 19, 2014
123
141
So, i was doing a solo test (Empire Escalation popfile) and i noticed a few thing. As people said, bot get stuck on a few places.
v9VtSHH.jpg

pZOOybD.jpg

This health and ammo are inside the fence, meaning no one can use them
XC3FI19.jpg



Now, i really do not like this area. It feel really empty with not much cover from anything. I kept taking damage from snipers and was unable to do anything about it except try to hit them with rockets. I'm also not a big fan of the train bots. Normal bot may be easy to get off the point, but if there is a giant, there is a likely chance that it will capture the point and have a very short distance to the bombpit. I do know that the EE popfile is not the final one, but this could be something to take into account when creating one. Just my thoughts though.
xcn7j29.jpg
 
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FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
- Added Train Bomb
--- When the train is captured, the Train Bomb is spawned instead of normal bomb
--- Have a red outline instead of blue
--- Despawn time increased from 35 sec to 60 sec
--- HUD displays a text saying whenever the Train Bomb had been picked up, drooped or reset
--- When the Train Bomb is reset, it then behaves the same as normal bomb
- All robots who captured the gate now receives a 10.5 sec crit boost (5.5 sec while riding the train then extra 5 sec when the train stopped)
- Shorted the track & path between the gate wall and the bomb hatch
- Shorted the track & path behind the bomb hatch
- Slightly lowered and added high fence on the Flatorm next to the gate wall
- Added high fence on top of the red's spawnroom
- Added more containers near the bot's spawnroom
- Added two more cranes near the bomb hatch
- Widen and added some props inside the tunnel
- Adjusted the upper spawn room to make bots less likely to fall off
- Added some props & containers between the B & C station hatch
- The whistle can now be hear anywhere
- Added & improved lights
- fixed where the health pack is clipped into a fence and cannot be picked up
- Fixed where giant robots can get stuck behind the hanging container
- Fixed where some of the bombpath arrows didn't display
- Fixed where the robot's train's crash damage still on when the train is not moving
- fixed where robots can open the red's spawnroom
- fixed the bomb hatch & mannco sign detail
- Improved bot's nagivation
- Reduced the .nav file size from 1,926 KB to 1,148 KB

Read the rest of this update entry...
 
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FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
Added custom Icons in the dropbox.
The new icons is sign A, B and C. It's to show you which track the robot's train are going to arrive in the current wave.
You need to update both .pop files in order to see the new icons.
You do NOT need to update both .bsp & .nav, no changes were made when the new icons was added.
 

FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
- Updated Cranes
--- Replace all of the crane texture to a more fitting one
--- Removes two cranes in the station near the bomb hatch
--- Added a crane that rotates at the corner of the map near the bomb hatch
- Added Alarm Lights, Similar to Mannhattan
--- When robots is capturing the train, the light's colour is yellow
--- When robots had captured the train, the light's colour is blue
--- When the Train Bomb is reset, the light's is then turned off
- When the train is captured, the gate next to a train now left open for normal robot's to take a shortcut. When the train bomb is reset, it then closes the gate.
- Added High fence near upper spawn
- Robot's from the upper spawn now walk inside the hanging containers instead of walking on top of it
- Moved & Added more A, B and C signs
- Changed both ammo pack near robot's spawn from full to medium
- Added High fence between containers storage & station
- Added containers next to robot's spawn
- Moved the tunnel & stairs next to a tunnel is now less steeper
- Added Clipping on top of containers near the robot's spawn
- Moved engi bot's nests in the containers storage
- Added props in the hole in the containers storage
- Added Upgrade Station sign
- Changed the path behind the bomb hatch
- The whistle is now louder
- Fixed where the HUD didn't redisplay the CP lock icon when the wave was finished
- Fixed where Giant robots can't walk underneath the flank bridge near red's spawn
- Fixed where Engineers can build near robot's upper spawn
- Fixed where the health & ammo pack above the red spawnroom were slightly clipping into a wall
- Fixed where players can also receive critbost from robot's train when it's captured
- Fixed where players can surf between two idle trains near the robot's spawn
- Fixed where when the train bomb is deployed, the HUD displays incorrect text
- Fixed where the HUD sometimes displays incorrect text
- Fixed where some of the carrier’s prop were not visible
- Improved bot's navigation
- Improved bot's path decision
- Reduced the .nav file size from 1148 KB to 657 KB
- Repack the map (file size from 19914 KB to 1218 KB)

Read the rest of this update entry...
 

FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
- Reduced the crane rotate speed
- Fixed where the crane materials were not in a map
- Fixed where gatebots were sometimes taking the wrong path to the train
- Fixed where Giant robots have to crouch in order to go inside the hanging containers
- Fixed where the bombpath arrows didn't reappear
- Fixed where players can stand on top of robot's upper spawn

Read the rest of this update entry...
 

FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
Added two more temporary Mission in the dropbox for mvm_cargo_a4 (Intermediate Big Apple Barricade & Advanced Metro Malice, Both from Mannhattan)

I'll make actual mission when the map is in late alpha or early beta.
 

FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
Updated Intermediate Big Apple Barricade & Advanced Metro Malice to fix where robot's train didn't spawn.
Updated Advanced Empire Escalation to improve robot's train spawn times.