Decay (aka Decoy_Event)

MVM Decay (aka Decoy_Event) rc1a

Nuke

L4: Comfortable Member
Jul 5, 2016
163
115
Decay (aka Decoy_Event) - It is more halloweeny than Ghost Town

The spoopiness came this year early! Save the Mann Co. from reviving G. Mann (more info on workshop page)

Current version (rc1) has:
  • Complete re-artpass of Decoy in MannManor-ish style
  • New Skybox and Ligthing
  • New details/brushwork
  • Custom particles and "finely tuned" hatch
  • New logic, more detailed:
    • More bombs (included 45s reset bombs, 3 of them)
    • New tank route!
  • Nightmare mission "Sweet Sins" and upcoming hell mission "Satan's Seed"!
  1. Starting wave with relays wave_start_relay_im, wave_start_relay_im_2bomb, wave_start_relay_im_3bomb will bring out 1, 2 or 3 45s reset bombs instead of 1 non-reset bomb
  2. Tank paths: path1 (Decoy original) and path2 (new spawn, a little longer)
mvm_decay_rc10000.jpg
mvm_decay_rc10001.jpg
mvm_decay_rc10002.jpg
mvm_decay_rc10003.jpg
mvm_decay_rc10004.jpg
mvm_decay_rc10005.jpg
mvm_decay_rc10006.jpg
mvm_decay_rc10007.jpg
mvm_decay_rc10008.jpg
mvm_decay_rc10009.jpg
mvm_decay_rc10010.jpg
mvm_decay_rc10011.jpg
mvm_decay_rc10012.jpg
mvm_decay_rc10013.jpg
On a serious note:
  1. Missions arent written yet, but it is in progress
.zip contains bsp and nav files for map. Any mission made for Decoy will probably work on this map as well, but without using pieces of new logic.

Big thanks towards @epicfighter4242 for compiling (only full compiles) and TF2M community for providing me tips/hints along the way

Special Thanks:
@Exactol - Halloween CP Particles
  • Make proper missions
 
Last edited:

The One Of Wonders

L1: Registered
Sep 28, 2016
11
14
Dear Nuke.

I know i'm new here, but i'm great when it comes to creating nightmare difficulty missions.
But give me a call if you want me to make a nightmare difficulty mission for this map! :D
 

Moonrat

nothing left
aa
Jul 30, 2014
932
585
I think you could have done a lot more with the theme. Right now the map is just retextures and poorly placed props. It's certainly not the full extent of what could be done to this map.
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
I think you could have done a lot more with the theme. Right now the map is just retextures and poorly placed props. It's certainly not the full extent of what could be done to this map.
Is coaltown_event something else?
 

Nuke

L4: Comfortable Member
Jul 5, 2016
163
115
I think you could have done a lot more with the theme. Right now the map is just retextures and poorly placed props. It's certainly not the full extent of what could be done to this map.
I am not even close to having LARGE potential, and 'cause decoy is one of smallest mvm maps ever, i decided to do it with my poorly done work rather than "stealing" amazing map like bigrock/mannworks which have waay more potential. You're basicly rambling "editing valve map and not changing X% is a lazy mapping" - which is what i indeed, did, but i can't do anything better at this point (and i'm rambling again over someone else's rambles)
 

Nuke

L4: Comfortable Member
Jul 5, 2016
163
115
  • Fixed some clipping inconsitencies
  • Fixed some unspookified textures
  • Fixed some out-of-place props/textures
  • Fixed shadows
Now for not fixes:
  • Added "custom" bomb (might look very funky, might need find a modeler to help)
  • "Custom" holograms
  • Added tf_logic_holiday to spook everything eveeen more.
  • Added mission-making differences between normal Decoy and Decay.
No custom missions yet, full-on dev3 would be exactly that.

mvm_decay_dev30000.png
mvm_decay_dev30001.png
mvm_decay_dev30002.png
mvm_decay_dev30003.png
mvm_decay_dev30004.png
mvm_decay_dev30005.png
mvm_decay_dev30006.png
mvm_decay_dev30008.png
mvm_decay_dev30009.png
mvm_decay_dev30010.png
mvm_decay_dev30011.png
mvm_decay_dev30012.png

Read the rest of this update entry...
 

Potoroo84

L1: Registered
Dec 18, 2015
23
10
so much yes!!!! on a side note, are you planning to change the structure of the map? or just the atmosphere?
 

Nuke

L4: Comfortable Member
Jul 5, 2016
163
115
so much yes!!!! on a side note, are you planning to change the structure of the map? or just the atmosphere?
There's no point in changing the structure/layout of map unless for balance reasons non-halloween version had problems with. Decoy is quite balanced map, so i dont see the point of adding anything.
 

Nuke

L4: Comfortable Member
Jul 5, 2016
163
115

MegapiemanPHD

Doctorate in Deliciousness
aa
Mar 31, 2012
1,937
1,280
I am not even close to having LARGE potential, and 'cause decoy is one of smallest mvm maps ever, i decided to do it with my poorly done work rather than "stealing" amazing map like bigrock/mannworks which have waay more potential. You're basicly rambling "editing valve map and not changing X% is a lazy mapping" - which is what i indeed, did, but i can't do anything better at this point (and i'm rambling again over someone else's rambles)
The reason why halloween maps should change their structures is to make them more unique and have more of a point. The more it differs thematically from the original, the more people will be interested in playing it over the original.
 

Nuke

L4: Comfortable Member
Jul 5, 2016
163
115
Changes based on community feedback from dev3 testing.

Map changes:
  • Moved the holograms by the hatch to the middle of corresponding path
  • Added floodlight at bot spawn
  • Finely tuned hatch - no longer blows on sacrifice and no longer plays pentagram effect on tank deploy
  • Tanks now properly explode if they are on the hatch while deploying
Mission changes:
  • Wave 1
    • Subwave 1 - Decreased amount of Bonk Scouts and Stunner Soldiers
    • Subwave 2 - Decreased amount of Giant Pyro - Giant Medic combos and increased the period of spawns
    • Subwave 3 - Decreased amount of Demoknights
    • Subwave 3 - Crit-boosted the remaining Demoknights
    • Subwave 4 - Removed custom Fast Build Engineers due to bugs (replaced w/ nerfed Valve template)
    • Subwave 4 - Moved the Engineers to support
    • Subwave 4 - Increased amount of Black Box Soldier - Heal-on-hit Heavy squads
  • Wave 2
    • Subwave 1 - Altered the tanks to avoid bug-outs (yet to test)
    • Subwave 2 - Changed Giant Battalion Soldier to Giant Concheror Soldier
    • Subwave 3 - Decreased amount of Armored Giant Sandman Scouts
    • Subwave 4 - Changed Giant Concheror Soldier to Giant Battallion Soldier
  • Wave 3
    • Subwave 1 - Increased amount of Spys, added one Tank, reducing health on both
    • Subwaves 2-7 - Increased amount of bots, general buffs to them
    • Subwave 8 - Buffed the boss to accomodate for higher damage output

Read the rest of this update entry...
 

Nuke

L4: Comfortable Member
Jul 5, 2016
163
115
  • Added cosmetics to bots, fixed several misspelled/missing names
  • Added water in lower area
  • Bots take ~10HP/s damage in water
  • Added several rocks and huts on left top flank to play area (e.g. unclipped)
  • Changed displacement textures to more gray-ish ones
  • Changed all rocks to their props_forest versions (gray rocks now bois)
  • Increased size of windows in mid building, so you can jump in and out of them
  • Made a proper bomb (e.g. custom model)
Special thanks again:

@epicfighter4242 for compiling everything.
@MaccyF for missing forest rocks.

P.S. Satan's Seed is on its way.

Read the rest of this update entry...
 

Nuke

L4: Comfortable Member
Jul 5, 2016
163
115

Nuke

L4: Comfortable Member
Jul 5, 2016
163
115

Crowbar

Spiritual preprocessor
aa
Dec 19, 2015
1,455
1,297
No. From now on I will only post in this thread what I find worth posting.
Even tho I should have decided so when joining tf2m... Eeeh