[MvM] Greenvine

MVM [MvM] Greenvine 2017-06-24

DeathAnimations Team

L1: Registered
Oct 9, 2016
49
13
[MvM] Greenvine - My first MvM map, also attempt at the Mappers Vs Machines contest

My attempt at Mappers Vs Machines contest. (Also my first MvM map).

Features:

- Forest/jungly like map (Also "greenish" ambience) -

- 2 paths for the robots to pass and 1 for the tanks. -

- 2 difficulties only: Normal + Hard -
(Since this was my first map, I didn't really tried to make much difficulties since I would need lots and lots of testing, maybe my next map will have more.)


Known issues:

-The robots sometimes bug a little in certain props -
Don't worry however, they'll find their normal path in just some seconds. (Is also good for you to get a little break because these waves are pretty hard.)

-The robots can be killed at their spawn -
Yeah.. I don't know how to make robots invincible, so... if you want to grab all the credits you should wait for them to reach the playble map.

- Ambience shadows -
I tried fixing these in EVERY way possible, couldn't fix them.

- If you airblast a robot with the thermite briefcase (bomb) to the jungle pit the robots will start suiciding themselves into there-
It came out has a Nav generate bug, however I think it's pretty normal for robots to bug their programming in a hard terrain forest. Also it's a great opportunity for the players to rest up for some seconds.

-The bomb is a briefcase-
I tried using the bomb model but it just wouldn't read it for some reason. The model i typed in was: "models/props_td/atom_bomb.mdl"
Still I didn't get really upset with this bug since the map's story doesn't have a bomb but a thermite briefcase.


• If anyone knows the solution to any of these bugs I would really much appreciate it. •

Greenvine story:

Greenvine is a forest/jungle choosed by BLU and RED mercs to install their Mann co. warehouses separated by a giant pit.


As it was obvious, BLU and RED mercs started countless battles, stealing eachothers warehouse's contents and of course, the gold both BLU and RED hatches behind the warehouses contained.

It all went to waste, and after months struggling, both mercs abandoned these warehouses, it wasn't a big deal, Mann co haves countless warehouses all around the world.

However RED spys found that Grey mann was after the RED warehouse's hatch, "Why?" the RED mercs ask to each other...
After some research it seems RED had forgotten a huge ammount of gold at the underground levels of the hatch's safe.

The mercs didn't really cared about Grey Mann's robots since they would be using a normal bomb to steal their gold right? However, they panicked when they found that Grey Mann somehow knew about the underground levels of the hatch, and to reach them, he sended robots with a very powerfull thermite briefcase.

The RED mercs needed to go back to their old warehouse and defend that gold at all costs until it was safely secured by the engineers.

--- Have fun! :engieyay: ---

- I might continue this story in my next TF2 maps since it's way to interesting to just throw away don't you guys think? :intelgray:

Waves:

Normal:
wave1_normal.png
wave2_normal.png
wave3_normal.png
wave4_normal.png
wave5_normal.png
wave6_normal.png
wave7_normal.png

Hard:

wave1_hard.png
wave2_hard.png
wave3_hard.png
wave4_hard.png
wave5_hard.png
wave6_hard.png
wave7_hard.png
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
About the pop, I don't see normal level beating Sergeant Crits Boss
 

DeathAnimations Team

L1: Registered
Oct 9, 2016
49
13
I lowered his health, as well as some other bosses, you might have noticed that the tanks for exemple are really easy to destroy even with one player.
 

Fillmore

L5: Dapper Member
Jul 20, 2014
224
137
I'm gonna show up in here to drop some feedback and address some of the stuff you mentioned:

-The robots sometimes bug a little in certain props -
From what I saw during our normal mode run, it's a case of nav_generate doing a really bad job. This is why nav_edit exists. So you gotta delete the bits and bobs of the nav mesh that has bots get stuck (if they're just connections doing that, nav_mark and nav_disconnect or just nav_disconnect_outgoing_oneways does the job)


-The robots can be killed at their spawn -
If your spawn area doesn't have a func_respawnroom set to BLU, the bots are going to be able to receive bomb buffs AND die in their spawnroom. You probably did have respawnroomvisualizers, so something is just causing your respawnroom to not work.

- Ambience shadows -
A lot of your props look like you could just disable shadows on them (if not almost all of the ones you're using at the moment)

- If you airblast a robot with the thermite briefcase (bomb) to the jungle pit the robots will start suiciding themselves into there-
This is just a case of your deathpit not having a func_respawnflag and probably the bottom of that pit of yours having nav mesh in there (you should delete all of that)

-Everything about Tanks-
The Tanks you have are REALLY frail! Tanks aren't really supposed to be something that dies in one second like that. You really need to make those things take more punishment.

-Giants getting stuck-
On the last wave, the Demoman giant was stuck within map geometry (your spawnbot spots may be too close to displacements?)

Speaking of that normal mode run, you can get your hands on it here.
 

Fillmore

L5: Dapper Member
Jul 20, 2014
224
137
I almost forgot to mention the most important thing:

Use harder difficulties for layout testing.
  • Your normal mode is just a modified Decoy mission that gives $4000. The map also feels either as big or smaller than Decoy, you should remove the bomb timer.
  • We haven't played the Advanced mode yet but with the problems that we discovered, I'd wait until you fix them so the run doesn't get exploited to hell and back by folks running into the bot spawnroom or building sentries on locations where Sentry Busters can't reach them.