Cargoship (MvM)

MVM Cargoship (MvM) V2A5

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Alpha 5
The biggest changes are probably to the popfile, but I haven't been documenting those. I probably should... Oh, and the birthday hat easter egg is gone. It was just a one-time thing. Sorry.
-Removed the birthday hat easter egg
-Made a slight adjustment to two of the sniper spots that were overlapping a railing
-Changed the bomb path picker from PickRandom to PickRandomShuffle, so now all bomb paths must be played before a path is played twice
-Clipped off the sides of the boat
-Added holes to the walls of the boat where players and robots can fall/be pushed off
-Disabled collision on the cargo crates, instead they are all blockbulleted
-Clipped a perch point at the top of the crane
-Rearranged, modified, and added some health and ammo packs
-Slightly adjusted the space in the building in the center of the cargo crate stack
-Added a forward upgrade station
-Fixed a light that was inside of a cargo crate
-Added signs to the upgrade stations
-Possibly fixed the tank spawning weirdly
-Added a ramp behind the bomb hatch
-Adjusted the ramps under the doorways to the bomb hatch area
-Adjusted lighting on the cargo crates
-Slightly shifted one of the fallen cargo crates to unblock the stairs
-Removed some unnecessary holograms
-Made some more big changes to the popfiles

Read this update entry...
 
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Da Spud Lord

Occasionally I make maps
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Mar 23, 2017
1,339
994
EDIT: I will be continuing work on Cargoship to have it ready for the contest. Heck you, self-doubt. Heck you in your hecking face.

I think I'm going to be suspending work on Cargoship indefinitely, and I won't be finishing it in time for the MvM contest. The problem is, I simply don't have enough experience mapping for TF2 to fix the many problems with this map. Everyone's telling me there are problems with the layout, but I really can't see them and I don't know how to fix them. (And no, Freyja, I've never played CoD 4. Or any CoD game. Or really, any game that isn't F2P.) I could make changes to the layout, yeah, but that'd just be making changes for the sake of making changes- if I don't know what's wrong and how I'm fixing it, am I really learning anything? Or am I just destined to make the same mistake again in the future? Not to mention that none of my maps have ever reached beta- not one. I really don't know what I'm doing. I think I need more experience in mapping in general before I try tackling MvM again. Compared to Cargoship, I actually know what needs to be fixed on my other maps, and how to fix those things. Before you ask, no I'm not abandoning Cargoship forever. I'll probably revisit it in the future- I still really like the idea and I want to finish it, I just don't think I have the skill to fix the many problems with it. And I don't regret entering the contest- I had a lot of fun playing with Hydrogen and the rest of the crew on the Potato MvM servers, and I'd love to continue playing MvM with you guys. Not to mention I've learned a few things from working on Cargoship. But right now, I don't think I can keep working on Cargoship.

Oh, and sorry about the HDR in A5. I didn't mean to compile with HDR on, and I haven't played around with any of the HDR settings so I'm sure they're horrendous. If you do play A5, you should probably disable HDR.
 
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Freyja

aa
Jul 31, 2009
2,994
5,813
I think that is disappointing. A cargoship MvM has a lot of potential.

Here's a video of the first level of CoD4 - you can see that for a cargo ship it still has lots of varied combat arenas and aesthetics. Currently your map is just two lanes with containers in the middle, and one big hatch room.

I think what people were saying about propspam is wrong - it IS a container ship, but rather you don't really use them in any interesting way to create interesting paths or areas to fight from - they're just a height advantage over the bots. The bot lanes on either side are long, straight and this doesn't change once they get inside the ship.

Here's a video of the multiplayer version of the level above, it does some stuff differently
View: https://youtu.be/r7eaSQGFdRU?t=454
'

(skip to 7:34)

You can see that even though it's a cargo ship it has windy routes, hiding spots, height advantages and cover by utilizing what a cargoship can offer
 

Hydrogen

MvM Maniac
Apr 5, 2017
84
181
If you really feel that way, I suggest you finish up the map the way you visioned it to be (including the detailing) and then submit the final product to the contest. Feedback =/= required changes, it is up to you (the mapper) to either take it or leave it. If implementing the changes from the feedback will make you feel unhappy with your map, then don't implement them.

You said none of your maps ever reached beta. You could change that fact with this map right here.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Gosh hecking darnit I love you guys. (No homo)

I'm gonna hecking get Cargoship ready for the contest and I'm gonna submit it. I spent about 30 minutes coming up with a totally unrecognizable new layout for the front, and I'm gonna implement that layout into another alpha version of Cargoship. If the new one turns out better than the last one, I'll implement feedback and copy it into b1.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Alpha 6
A quick update containing the redone cargo crate area. Felt like a "box with stuff" while making it, hopefully that's not the case. And I kinda rushed this one, so some of the problems identified last time weren't fixed.
-Completely redid the cargo crate area
-Added a balcony to the area just outside of the bomb hatch area, with a ramp in the bomb hatch area leading up to it
-Added a small vent area off to the side of the upper bomb routes near the hatch

Read the rest of this update entry...
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
I decided to start a discussion about my popfiles so that I can better refine them and figure out what works and what doesn't, and how I can make it better. Here are my notes on the advanced mission (Oceanic Onslaught), as well as some commentary on each wave. Some changes have been made since the last update. I'll put out the normal mission later.
Oceanic Onslaught (Advanced)

Oceanic Onslaught (Advanced)

Wave 1: Although this wave seems to be pretty good, there are a couple complaints. First, some people occasionally complain the wave is slow, which is hopefully fixed now that no wavespawns are waiting for the previous wavespawns to die. Second, the giant sniper is running at the speed of a normal robot. I'm indecisive about lowering his speed, because his speed kinda offsets his low health, and he still runs slow enough that players can catch him. Idk, thoughts?
A1a: 10 scouts
A2a (A1a spawned): 5 scouts
A2b (A1a spawned): 10 demomen
A3a (A2b spawned): 5 demomen
A3b (A2b spawned, A1a dead): 10 soldiers
A4a (A3b spawned): 5 soldiers
A4b (A3b spawned, A2b dead): 10 heavies
A5a (A4b spawned): 5 heavies
A5b (A4b spawned, A3b dead): Giant smg sniper
Missions: Sentry busters

Wave 2: I wanted the second wave to have tanks. And I needed some robots to support the tanks. So I went with fat scouts because fat scouts are funny. I'm considering reducing the maximum number of support fat scouts alive at once, but other than that I think this wave is good.
A1a: 1 40k tank
A1b: Support shotgun heavies ("Fat Scout")
B1a (A1a dead): 1 25k tank
B1b (A1a dead): 2 giant shotgun heavies ("Giant Fat Scout")
Missions: Sentry busters, snipers

Wave 3: Originally this wave was gonna be just tons of scouts, because I have an obsession with making a wave only contain 1 class. I added demoknights for some diversity, although I probably need a bit more than that, but I didn't like them so I replaced them with huo-long heater heavies. Combined with the melee pyros, hopefully they create enough diversity.
A1a: 5 bonk sun-on-a-stick scouts
A1b: 5 heater heavies
A1c: Support sharpened volcano fragment pyros
A2a (A1a spawned): 1 giant FaN scout
A3a (A2a spawned): 5 bonk sun-on-a-stick scouts
A3b (A2a spawned): 5 heater heavies
A4a (A3b spawned, A2a dead): 1 giant crit-a-cola FaN scout
A5a (A4a spawned): 5 bonk sun-on-a-stick scouts
A5b (A4a spawned): 5 heater heavies
A6a (A5b spawned, A4a dead): 1 giant crit FaN scout
A7a (A6a spawned): 5 bonk sun-on-a-stick scouts
A7b (A6a spawned): 5 heater heavies
Missions: Sentry busters, snipers, spies

Wave 4: The theme of this wave is things that result in super healthy robots that have lots of heals. I feel like the soldierspam is too much, though, and I don't think I'm alone on this thought. I haven't made any big changes aside from giving the giant combat medics their own pocket medics, I'm still trying to decide what to do with this wave.
A1a: 20 black box concheror soldiers, black box battalion's backup soldiers
A1b: 20 blutsauger medics ("Combat Medic")
A2a (A1a spawned): 2 giant heal-on-kill heavies
A2b (A1b spawned): 2 giant blutsauger medics ("Giant Combat Medic"), quick-fix medics
A3a (A2a spawned): 1 giant concheror soldier
A3b (A2a spawned): 1 giant battalion's backup soldier
B1a (A2b dead): Support combat medics ("Combat Medic")
Missions: Engineers, sentry busters

Wave 5: This wave... Exists... The rocket jumper boss started as a ridiculous gimmick because I thought it would be funny. And maybe it was funny 4 or 5 versions ago as a suprise, but gameplay-wise, he didn't do much. This wave ended up getting merged with another wave because 11 waves is too much, and that's where I got the idea to add support pyros to protect the rocket jumper boss, so the threat wasn't in the boss himself, but in his army of ubercharged cancerous crit cucks. (Hey, that would be a good name for them.) From watching the demo file, it appears they were really infuriating to fight against, so they no longer have uber medics, although perhaps the rocket jumper boss should just be thrown out altogether. As per the rest of the wave, I felt like I needed something else to make the wave longer, so it's just kinda there. I removed the giant demos because I felt they weren't contributing. What do you guys think?
A1a: 1 giant rocket jumper boss soldier ("Giant Fool")
A1b: Support crit phlogistinator pyros ("Cancerous Crit Cuck")
B1a (A1a dead): 1 30k tank
B1b (A1a dead): 3 giant rapid fire flare pyros
B1c (A1a dead): Support huntsman snipers
Missions: Engineers, sentry busters, spies

Wave 6: The idea behind this wave is that every time you kill a giant robot, another tank spawns, so the intended strategy is to sink some damage into the tank before killing the giant. From the demo files, nobody seems to be picking up on it. What do you guys think?
A1a: 1 30k tank
A1b: 1 giant crit soldier
A1c: Support crit-a-cola scouts
B1a (A1b dead): 1 40k tank
B1b (A1b dead): 1 giant crit pyro
C1a (B1b dead): 1 50k tank
C1b (B1b dead): 1 giant crit boss heavy
Missions: Engineers, sentry busters, spies

Wave 7: After a few complaints, I finally decided that making a mini wave 666 for the final wave probably isn't a good idea. So here's something that's not a mini wave 666.
A1a: 1 giant crit boss soldier ("The Judge")
B1a (A1a dead): 25 laser heavies ("The Jury")
B1b (A1a dead): 1 giant crit boss scottman's scullcracker demoknight ("The Executioner")
B1c (B1a spawned): Support scouts ("The People")
Missions: Sentry busters, snipers, spies
 
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Hydrogen

MvM Maniac
Apr 5, 2017
84
181
We tested both your pop files - I'll read your spoiler and comment on that later, but in the meantime you want to focus on these three issues for your map (off the top of my head, before I forget):

- Layout
- Navigation
- Pickups

Your layout at the front is better than before but it's still somewhat messy. I found the random arrangement of containers hilarious (i.e. not stacked up neatly) so you can keep it like that if you like. However, the bot paths are still somewhat confusing. They seem to like to go down the chokey paths on the far left and right around the staircase - I don't think this is intentional but if it is please reconsider changing the paths. Arrange your containers to make 2, possibly 3, bot paths (1 left, 1 right, maybe 1 middle).

Bonus points if you can make them criss-cross to give the path some geometry (a "spine" so to speak). For example, they spawn, then go down the left route, then walk across the boat and go down the right path, and then they walk across the boat again in the inside from right to left and then they deploy at the hatch from the left. (Similar idea for the right path.)

Make sure your containers have nobuild on them, or else sentries can be placed on areas sentry busters cannot be reached at. (Even if you nobuild them, if the engineer uses the rescue ranger, jumps up to the container top (sentry jump) and then grabs the sentry gun, then the sentry buster still will self-explode because it no longer can find a path to the container. If that's the case, you may need to put a ramp for most containers *somewhere*.)

The nav mesh is shoddy because bots like to get stuck at around tight locations (where there are pillars and containers stacked together). Take extra care to review the nav mesh generated and edit it around areas bots are likely to get stuck at. There is a location near the right where giant bots can get stuck because they try to path through a tiny opening between two containers. You need to edit the nav mesh there. In general, avoid making bots go through chokey areas since it's really easy to camp them there.

Your holograms at the front are busted - it looks like you may have forgotten to add them to the logic_relay that gets picked by the logic_case to illuminate the bot path when you radically changed the front. Go back and check over that, but I would consider rearranging your front containers before doing so (since, if you change the front, you'll need to change those holograms anyway).

Give ramps to some containers, or else you give soldier and demoman too much of an advantage and other classes disadvantages since specific classes can leverage the (albeit mild) height advantage and not others.

You don't need a giant stack of containers at the front of the map - in fact it makes the front too cramped. Remove them and let players use the 2 containers side-to-side as a height advantage against the bots (it's not a very good one because there's no cover, but let that be the trade-off of using that height advantage in the first place). It also will open up the map a bit and feel bigger and less cramped.

Pickups pickups pickups! People have been having problems finding health and ammo at the front of the boat. They seem to be hidden in rather un-intuitive spots of the map (I stumbled onto two by accident by running into some corner in the container maze). Your pickups need to be large (it's an MvM map - you supersize everything you would put on a non-mvm map by +1 size; i.e. don't ever use tiny kits and use large kits more often).

You can use the tops of containers as a location for pickups to help alleviate that issue. (If you're going to put ramps on them to fix selective height advantage and sentry busters committing suicide, you may as well make use of that space for some pickups. It may even encourage people to not stand on the low ground all the time and container hop across.) You should still put pickups at the lower level too so people don't have to walk 1 minute to get ammo or health, but using the containers as health/ammo spots isn't a bad idea either.

Your containers can be stacked in arrangements where players can get a height advantage and not be out in the open (similar to what you did to the front, and you did this in some other areas too). Use this to add some spice to your layout so that players don't just sit at the ground level the entire time. Encourage players to go up the high ground to fight against the robot horde!

The top routes on the inside boat are really unpopular - nobody likes it if bots take that path. It's literally a line, it's very long, no cover, and hard to get up there. Either remove those top routes outright (if bot go up the top, make them come back down to the area between the hatch and the ramp), or make the geometry more interesting than a straight boring line with some cover and all. If the bomb bot gets crits, nobody will survive for very long up there. Frankly I think you can just remove them (or don't make them bot routes - player only) but it's up to you to decide how to address that. Either way, I don't recommend leaving them as it is.

I think it's about time you give your map a proper skybox. Start thinking of which one to use. If you need ideas, ask an admin and we can muck with sv_skyname on the server for you to see how various skybox would look like on the map (only works for vanilla skyboxes however, not custom ones).

The inside of the boat is still pretty bland - I still think you should push the whole hatch area back some more. (Perhaps so that the inside is as large as the outside?) You can throw similar container configurations as the outside in the inside and make some nice bot layouts with varying levels of elevation. The inside is really boring and people generally don't like staying in there. It also looks a bit overscaled. This is up to you to decide of course. (If you do this, then you can definitely remove or radically change the upper side paths to be more interesting as they lead to the inside.) Longer maps also can support longer, harsher, and more fun waves as well. Your map can benefit from having two large combat areas - the exterior and the interior.

So in summary: consider reworking (or fixing) the front layout, put pickups in areas players are likely to go to to find them (picture yourself running out of ammo on your map - where would you run to to get more ammo?), edit your nav mesh (run the pop files yourself with a lot of money, let the bots roam around a bit and check where they gut stuck), and give your map a good skybox.

Your waves need some work but I'll save that for a later post. Please do check out the demo and feedback files for the actual games since what I have mentioned here is by no means a complete listing of all your map issues. It's a preview, if anything, on what to look for - do review the demo files with the above points in mind.
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Beta 1: The Tiring Update
I still have a few things on my to-do list for beta, such as the 3D skybox, but I've been spending too long on this and I need to get it out. Oh, and here's what I learned from my first detailed map: Detailing is hard... I think I spent more time detailing the bomb hatch room than I did detailing the entire rest of the map, and it shows... A lot... The bomb hatch room is probably the only thing that could be considered detailing, everything else is mostly just retexturing and lighting improvements. But I wasn't expecting to win any awards for detailing anyway.
-Forward upgrade station hand sign no longer casts shadows
-Fixed upgrade station signs not spinning
-Artpass and detailing
-Fixed robots getting stuck trying to take a path through a tight area
-Upgrade signs are now nonsolid
-New layout for cargo crate area
-Layout changes for the interior area
-Added spectator cameras
-Changes to Oceanic Onslaught (advanced .pop file)
-Repacked map

20170720132252_1.jpg
The view from the front of the Mann Co ship. The boat on the left is Gray Mann's ship. The ramps are where robots attack from.

20170720132310_1.jpg
A view of the cargo crate area, from the front.

20170720132319_1.jpg
The cargo crate area, from behind.

20170720132429_1.jpg
The interior area.

20170720132452_1.jpg
The bomb hatch room.

20170720132911_1.jpg
An overview of the map. Points of interest are marked and labeled. Robot bomb paths are marked with colored lines. The tank path is marked with a white line.

Known Bugs: There are a few places that sentries can be built where sentry busters cannot reach. A fix is coming out soon.

Read the rest of this update entry...
 
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Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994

Fillmore

L5: Dapper Member
Jul 20, 2014
224
137
You forgot the .nav file which means this map is unplayable :D
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
You forgot the .nav file which means this map is unplayable :D
It's packed into the BSP. I switched from VIDE to CompilePal because people were recommending it and CompilePal insists on packing the NAV file into the BSP.
EDIT: Nevermind it's not apparently...
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994

Fillmore

L5: Dapper Member
Jul 20, 2014
224
137
I really recommend you don't pack the .nav into the map, those things can corrupt and if that happens the map just kills the server when it loads.
 

Hydrogen

MvM Maniac
Apr 5, 2017
84
181
Just an FYI:

!gf hilarious names like lmao cancer crit cuck will only get everyone to groan when they see that name
!gf for the love of all that exists on this mortal plane do not do this if you don't want to get slammed in judging

Although I'm sure you don't mean to offend anyone or anything, names like "Cancerous Crit Cuck" and "Scunt" will cause your score to suffer in judging. Please do not use questionably objective words or portmanteaus in your bot names (keep it clean). Thanks!
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Version 2 Alpha 1: New Beginnings
We're back! After a couple years, I decided to finally return to this map and improve it in all the ways I originally should have. I've become a much better mapper since the last version (I hope), and so we're starting over with a brand-spanking-new map, new missions, and new gimmicks, all rebuilt from scratch (and with 95% less edgelordiness)! And this time, I'm not using old.mvm.tf to make my popfiles! Yay! Here's hoping this goes better than the first version!
  • Rebuilt the entire map and missions from the ground up
20190303220556_1.jpg
The front of the boat. Robots spawn from the blu boats on the left and right.

20190303220651_1.jpg
The middle of the cargo crate area. The two buildings on the side each have forward upgrade stations that are disabled during a wave.

20190303220747_1.jpg
One side of the boat, at the end of the cargo crate area.
20190303220809_1.jpg
The singular control point, which unlocks a forward spawn for robots when captured. Built into the front of the central building.

20190303221029_1.jpg
Inside the central building. One bomb route goes through the lower floor, while the other goes through the upper floor.

20190303220947_1.jpg
A view facing the front of the boat from the upper floor of the central area of the center building.

20190303221055_1.jpg
A view of the dropdown that robots take along the upper bomb route right before entering the bomb hatch area.

20190303221151_1.jpg
The bomb hatch area. Red's spawn and main upgrade stations are visible on the right.

20190303221211_1.jpg
The bomb hatch area, from a different angle.

Level Overview.jpg
An overview of the map, with the two bomb routes highlighted in red and green lines. Robots spawn on the front side of the boat (right side) and move to the bomb hatch (left).

Starboard Strike.png
List of robots from the intermediate (and currently, only) mission, Starboard Strike.

Known issues:
  • Robots will sometimes not spawn at the forward miniboat spawnpoint. This may cause a wave to break if the control point is captured. (Fixed in V2A1a.)
  • Projectiles with projectile penetration (whether purchased, ie Huntsman, or built-in, ie Righteous Bison) will break in mid-air when entering or being fired within the bounding box of any dynamic brush entity. This includes most of the right side of the front of the Red ship. (Hitscan weapons are unaffected.)
Go to the update entry...
Download this version
 
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Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Version 2 Alpha 1a
  • Increased the length of some of the waves in Starboard Strike by adding more robots
  • Increased cash payout for some of the waves in Starboard Strike
  • Fixed/changed some robots that weren't working/behaving in the intended manner
  • Reduced the health of both bosses in Starboard Strike
  • Fixed robots sometimes being unable to spawn at the forward miniboat spawnpoint
Starboard Strike.png
List of robots from the intermediate (and currently, only) mission, Starboard Strike.

Known issues:
  • Projectiles with projectile penetration (whether purchased, ie Huntsman, or built-in, ie Righteous Bison) will break in mid-air when entering or being fired within the bounding box of any dynamic brush entity. This includes most of the right side of the front of the Red ship. (Hitscan weapons are unaffected.)
Go to the update entry...
Download this version
 
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Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Version 2 Alpha 2

Map Changes:
-Bomb resets after 40 continuous seconds of not being carried by a robot
-The robot pyroshark's neon annihilator now better attaches to its hands (uses prop_dynamic_ornament instead of prop_dynamic with SetParentAttachment)
-Raised the ceilings on both floors inside the cargoship mid building
-Adjusted the staircases from the ground to the second floor around the dropdown from the second floor within the cargoship mid building
-Adjusted the staircases within the cargoship mid building to account for the increased distance between floors
-Added blockbullets to the space in-between the three pipes within the cargoship mid building to make the pipes into slightly more reliable cover
-Made the backside of the cargoship mid building
-Adjusted health & ammo placement in cargoship mid building
-Partially blocked a sightline spanning the entirety of the cargo crate area
-Adjusted sniper spots in certain areas
-Added railing that was missing from a section of the starboard watchtower balcony
-Added a pipe providing a route from the crate stack near the bomb hatch to the upper window, as well as functioning as a bridge over the large port-side door
-Widened the balcony in front of Red spawn

Starboard Strike (Intermediate Mission) Changes:
-Fixed certain giant robots not having proper tags
-Fixed executioners switching back to grenade launcher after gate capture
-Increased sentry buster cooldown time and damage/kills needed for sentry buster to spawn
-Changed some robots into gatebots and some gatebots into non-gatebots
-Increased max active flare pyros in wave 3 and moved giant pocket pistol scouts alongside them
-Reduced frequency and max active of wave 4 equalizer soldiers
-Replaced the pocket pistol scouts in wave 4 with giant demomen
-Reduced difficulty of wave 5 shortstop scouts
-Removed the banner and concheror soldiers and merged what comes after with the banner soldiers
-Increased the number of panic and whip soldiers that spawn together
-Turned the final boss into a normal giant heavy
-Replaced the giant burst fire demos with giant rapid fire demos
-Significantly reduced the health on kill for the demoknight boss (from 25000 to 2500 hok)
-Players wielding the Half-Zatoichi can no longer one-hit-kill the demoknight boss
-Fixed airblast resistance on self-made giant and boss templates
-Slight adjustments to maxactive and timings of some robot wavespawns
-Added custom robot icons for some robots
-Added support snipers and spies
-Swapped out the panic attack soldiers in wave 6 with shotgun heavies

Other Changes:
-Added information for popfile makers to the README.txt file

Level Overview.jpg
An overview of the map with key locations and routes highlighted.

Int Starboard Strike Mission Overview.png
List of robots from the intermediate (and currently, only) mission, Starboard Strike.

Known issues:
  • Projectiles with projectile penetration (whether purchased, ie Huntsman, or built-in, ie Righteous Bison) will break in mid-air when entering or being fired within the bounding box of any dynamic brush entity. This includes most of the right side of the front of the Red ship. (Hitscan weapons are unaffected.)
Go to the update entry...
Download this version
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Version 2 Alpha 3: The Logical Update
Over half a year later, I return yet again... This time, I hopefully won't get distracted by some TF2Maps contest or event. Anyway, this version changes up the layout of the interior of the Red boat to make it more interesting and (hopefully) better fit how I want that part to play out. I think I've fixed some of the issues that were prevalent previously, at the cost of making it more open and sightliney. Even still, some areas may still feel cramped, so I'm not entirely satisfied with it, but I figured I should test it to figure out if I'm even moving in the right direction. Additionally, this update revamps the map's logic and adds numerous new features for mission developers to play with, all of which are documented in the README.txt file within the ZIP. Notably, beyond this point mission developers will be REQUIRED to include an InitWaveOutput with each wave, in addition to StartWaveOutput and DoneOutput.

Undocumented Change in V2A2:
-Replaced the giant demoknight boss in Starboard Strike's wave 4 with a chief knockback soldier boss

Map Changes:
-Removed engineer bot hint entities, as engineer robots did not work previously (they'll return soon, maybe)
-New robot spawns "spawnbot_ocean" and "spawnbot_ocean_forward"
-New recognized robot tags "bomb_carrier_main", "bomb_carrier_mannhattan", and "ocean_spawn"
-The floor of the front of the Red ship no longer has a dip; it is now entirely flat
-Redesigned the interior of Red's ship
-Reduced the time to capture the gate from 15 seconds to 12 seconds
-If the bomb reaches the bomb hatch platform and is subsequently pushed off past the shortcut stairs, the bomb carrier will be able to take those stairs back to the hatch rather than going around and up the ramp
-Replaced the bomb hatch with a closed hatch (the bomb hatch no longer functions as a deathpit)
-Redesigned much of the map's logic
-Added new relays and features for popfiles to interact with: wave_init_relay, wave_init_left_relay, wave_init_right_relay, wave_init_tworoute_relay, wave_init_tworoute_left_relay, wave_init_tworoute_right_relay, wave_start_mannhattan_relay, wave_start_notimer_relay, upgrade_forward_open_relay, upgrade_forward_open_message_relay, upgrade_forward_close_relay, upgrade_forward_timer_relay, wave_pause_relay, wave_resume_relay, wave_stun_relay, wave_break_start_relay, wave_break_finished_relay, wave_break_timer_relay, bomb_add_relay, bomb_return_relay, bomb_reset_relay, gate_reset_relay, and player_respawn_relay (see the README file for documentation on each)
-From this point forward, missions will be required to include an InitWaveOutput in each wave
-The control point now has a robot head icon overlay when captured by Blu team
-The robot critical boost granted after a gate capture is no longer applied to giant robots
-Players that are inside the Blu miniboat's destination area when the miniboat teleports will be killed to prevent players getting stuck in Blu's spawn
-Players can no longer stand on the edge of Blu's spawn dropdowns
-Adjusted health/ammo placement around the bomb hatch

Starboard Strike (Intermediate Mission) Changes:
-Updated to meet new map requirements
-Increased the health of the chief knockback soldier boss in wave 4
-Slight adjustments to robot names
-The chief knockback soldier boss in wave 4 and the giant heavy at the end of wave 6 now spawn at spawnbot_ocean and spawnbot_ocean_forward
-Added ocean_spawn tag to giant robots
-Fixed missing bot_giant tag on some robots

Other Changes:
-Updated/improved the README.txt file to reflect new map features/requirements and better convey previous features/requirements

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Known issues:
  • Projectiles with projectile penetration (whether purchased, ie Huntsman, or built-in, ie Righteous Bison) will break in mid-air when entering or being fired within the bounding box of any dynamic brush entity. This includes most of the right side of the front of the Red ship. (Hitscan weapons are unaffected.)
  • The base of the crane at the front of Red's ship is sunken into the ground slightly, causing the feet of the base to z-fight with the floor.
  • In a majority of cases, spawning multiple robots from spawnbot_ocean_forward at the same time will cause some of the robots to miss the boat and fall back into the ocean.
Go to the update entry...
Download this version
 
Last edited:

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
Version 2 Alpha 4: Approximately Christmas (12/26/2019)
Merry Christmas! Here's your present! An update to nobody's favorite map! Yea, it's kinda crappy. And small. And also late. But it's all you're getting, so you better appreciate it.

Map Changes:
-Modified the method by which the gate alarm functions to repeatedly test for a gatebots' presence near the gate after every alarm loop (should fix bugs where the gate alarm continues to play even when no gatebots are at the gate)
-Fixed the gate alarm not re-enabling after the gate was captured and reset
-Added new relays: route_hide_relay, boat_stop_relay
-The previous route is fully disabled before selecting a new route with any wave_init_* relay
-Robots will never take fall damage
-Fixed the base of the crane being slightly sunken into the floor
-Widened the area of the bomb route that passes by the gate and made layout adjustments to the surrounding area
-Adjusted the func_respawnroom on the cargo crate spawns to fit entirely within the crate spawn
-Adjusted some health/ammo placements and sizes
-Adjusted the pipe passing over the right bomb route just past the gate, such that giants will no longer get stuck on it
-Raised the battlements above the gate entrance and made the doorways underneath these battements taller
-Changed the floor texture in the Red boat interior areas to provide a better contrast against the walls
-Fixed a bug where players could get pushed and stuck in the ground by standing under the lip of the Blu main boat
-Fixed issues with robots struggling to jump down from spawnbot_main

Starboard Strike (Intermediate Mission) Changes:
-Remade wave 1
-Tweaked robot counts and spawn rates across all missions
-Added/removed/swapped out some robots
-Rewrote some waves from the ground up

Other Changes:
-Updated/improved the README.txt file

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level_overview.jpg
Labeled level overview.

int_starboard_strike overview.png
Mission overview for the intermediate (and currently, only official) mission, Starboard Strike.
Known issues:
  • Projectiles with projectile penetration (whether purchased, ie Huntsman, or built-in, ie Righteous Bison) will break in mid-air when entering or being fired within the bounding box of any dynamic brush entity. This includes most of the right side of the front of the Red ship. (Hitscan weapons are unaffected.)
  • In some cases, spawning multiple robots from spawnbot_ocean_forward at the same time will cause some of the robots to miss the boat and fall back into the ocean.
Go to the update entry...
Download this version
 
Last edited: