Canyonpush

MVM Canyonpush b1b

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
Canyonpush - Payload MvM, works or not

New MvM gamemode where players push a cart to robots base to stop their invasion!

This mode still has a lot do, mostly special popfile designed for the map (trust me, it isn't simple) and currently waves can't be lost (yes it is really dumb but blame overtime). I really expect there to be other bugs too so don't be surprised.

After the contest I'll make a prefab for the gamemode.
 
Last edited:

Idolon

they/them
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Feb 7, 2008
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6,116
A neat idea, although I worry the meta will become that 5 players set up a strong defense before the round starts and a lone scout sits on the cart for most of the round. You might need to look into keeping human players in spawn before the wave starts (and maybe even a bit after) to make the game about pushing forward towards the bot spawn instead of holding the front until the cart makes its way up there. I could be totally wrong about this though, considering the bots don't have a flag carrier to slow them down.

Also, you can get stuck in the cart really easily.
 

Hyperion

L16: Grid Member
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Jun 8, 2015
840
659
A neat idea, although. I worry the meta will become that 5 players set up a strong defense before the round starts and a lone scout sits on the cart for most of the round. You might need to look into keeping human players in spawn before the wave starts (and maybe even a bit after) to make the game about pushing forward towards the bot spawn instead of holding the front until the cart makes its way up there. I could be totally wrong about this though, considering the bots don't have a flag carrier to slow them down.

Also, you can get stuck in the cart really easily.
Yes, I will lock players into spawn, I just didn't thought about it yet and it has some problems. First wave I can lock doors but then I have teleport players back to spawn and destroy all buildings.

About getting stuck to the cart, I have absolutely no idea how to fix that. I use func_tracktrain like payload does too but somehow it has a lot worse performance
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
a2:
-Improved payload cart collision
-Made the cart smaller
-The cart keeps moving automatically at 66% speed when you leave it. The cart stops when robots touch it
-Wave time is now 10 minutes, however you still can't lose even if you reach overtime
-Moved control point to make capping easier
-Players have the whole cave as setup room and it unlocks after 20 seconds
-The cart unlocks in 20 seconds too
-The mission is now easier, less robots and more delays and it scales better now when time passes (harder robots)
-Some robots roam now and don't go for the cart (intel)

Read the rest of this update entry...
 

RevolutionTeam

L4: Comfortable Member
May 19, 2019
173
45
I really like the idea, but I think it might work better in reverse:

The bots push the cart, and the humans have to defend.

Bots pushing get a bonus per points capped (Nothing for no points, resistance for one, health for two, and crits for three).