MvM Barren

MVM MvM Barren final2

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Dayal

L3: Member
Feb 8, 2017
123
293
MvM Cactusvalley - Surprisingly lacks cacti.

A map inspired by Decoy.

I first tried to make a moon MvM map, but despite what I did, I was never satisfied with what I had. Time after time, I reworked the map, I think I reworked it like 6 times? So I decided to scrap the idea of a moon MvM map (for now maybe) and make a more traditional styled MvM map. I believe it wasn't such huge of a loss considering 2 other people are making a space themed MvM map.

Anyway, Cactusvalley is a small Mann Co. storage place located in the middle of a desert. That's literally it. Might think of a more interesting backstory for it when the map gets closer to final version.
Also, robot spawn is something I'm having my doubts about.

(Doesn't contain a single cactus yet.)
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Last edited:

Dayal

L3: Member
Feb 8, 2017
123
293
Oh, so that's why there's a sign in Decoy that says "cactusvalley". Thought its beta name was 2bridges, guess I was wrong.
 

sigsegv

L1: Registered
May 16, 2017
2
6
I guess you called it cactus valley, because it was the former name of decoy?
Thought its beta name was 2bridges, guess I was wrong.
As far as I know, both of those names were used for what's now known as Decoy, at various stages of the map's development.

Here's my understanding of the complete "Valve MvM map pre-release naming" situation:
  • mvm_coaltown: mvm_deathpit
  • mvm_decoy: mvm_2bridges and mvm_cactusvalley
  • mvm_mannworks: [no known pre-release name(s)]
  • mvm_bigrock: mvm_acres
  • mvm_mannhattan: mvm_warehouse
  • mvm_rottenburg: [no known pre-release name(s)]
(This is based on some file sleuthing that I'm sure other people have done as well.) :intel1:
 

Dayal

L3: Member
Feb 8, 2017
123
293
-Started to give the map some textures.
-Removed deathpit, going to change location of it.
-Added slightly edited Metro Malice and Empire Escalation to the mission pool.

Plans for next version:
-Add own mission(s).
-Remake second half of the map into the inside of a giant warehouse, although layout will remain somewhat the same.

Read the rest of this update entry...
 

Dayal

L3: Member
Feb 8, 2017
123
293
Changes include:
-Threw A3's theme out of the window
-Now uses Badlands theme.
-Changed the way how right route worked.
-Threw left route out of the window, now is an alternate route in front of hatch.
-Changed the layout of bot spawn.
-Detailed a lot.

Known problems but don't really impact gameplay all that much:
-Bots can get a bit jerky around the wooden blocks next to the wooden ramps at bot spawn.
-You can get stuck behind the truck at bot spawn. Although it's highly unlikely you'll ever get stuck there if playing normally. A potential fix might to remove it entirely, I'll think about it.
-Nobuild doesn't cover the whole rock at bot spawn, so it's possible to put a sentry on it, thus denying Busters.
-Bomb arrows stay when wave is ongoing.
-First corner (if bots take central path) might be a bit too strong when it comes to sentryblocking. Will need more testing.
-Balcony at bot spawn might be a bit too powerful of a Sniper spot. A potential fix is to reduce the medium ammo pack near it to a small one or remove it entirely. Will need more testing.

And an FYI:
The 2 advanced missions are just the Mannhattan missions, although slightly edited. The normal one is self-made though. Will make a custom advanced mission later one myself.

Read the rest of this update entry...
 

Dayal

L3: Member
Feb 8, 2017
123
293
I just noticed that the preview screenshots have a different resulotion than my screen. I live in the bronze age, so I'm still using a 4:3 screen. Their focus point look a bit odd this way, so maybe best check the ones on the front page if you want a prettier look.
 

Fillmore

L5: Dapper Member
Jul 20, 2014
224
137
Tried to run your map on Potato's today and loading the map killed the server. Then I loaded this map on my listen server and spotted these gems:
Code:
Attempted to create unknown entity type !
Can't init 
Attempted to create unknown entity type !
Can't init 
Attempted to create unknown entity type !
Can't init
You probably have some brush-entities around the map that have fucked up and proceed to brick servers when they load the map.
 

Dayal

L3: Member
Feb 8, 2017
123
293
Tested the map on Sig's server the other day and it didn't crash, so I thought the error wouldn't be that bad. But since it crashes the Potato's server, I'll fix it alongside the minor inconveniences I mentioned a couple of posts above.
 

Dayal

L3: Member
Feb 8, 2017
123
293
-Fixed several brushes causing some servers to crash
-Fixed getting stuck behind truck at bot spawn.
-Fixed being able to build on top of the rock at bot spawn.
-Fixed bots being a bit jerky around the wooden ramps at bot spawn.

Read the rest of this update entry...
 

Dayal

L3: Member
Feb 8, 2017
123
293
Tried to run your map on Potato's today and loading the map killed the server. Then I loaded this map on my listen server and spotted these gems:
Code:
Attempted to create unknown entity type !
Can't init
Attempted to create unknown entity type !
Can't init
Attempted to create unknown entity type !
Can't init
You probably have some brush-entities around the map that have fucked up and proceed to brick servers when they load the map.

Should I post again in the MvM Gameday thread, or isn't that required for this version?
 

Fillmore

L5: Dapper Member
Jul 20, 2014
224
137
naah I'd rather not clutter that place with posts for the same version with a fixed crash issue, I'll just throw this on the server and do another coinflip on the server's life
 

Dayal

L3: Member
Feb 8, 2017
123
293
Changes include:
-Added 3 more missions (another normal, intermediate and advanced)
-Changed a couple of values in the first normal mission
-Changed the stairs to the balcony
-Added more detail to hatch area, red spawn and tunnel route
-Improved bot navigation
-Added 3d skybox
-And some other unimportant stuff

Read the rest of this update entry...
 

Dayal

L3: Member
Feb 8, 2017
123
293
Quite some changes from B4A to RC3.

Changes include:
-Added a bit of high ground for the mercs at spawn area.
-Spawn area is now much more open.
-Some changes to placement of health kits and ammo packs.
-Opened some doorways so that you're less likely to be crushed by tank.
-Changed some of the aesthetics around the map so that it isn't really a Badlands clone anymore. Although one particular foundation might get reverted back to its previous state in the next version since I'm not really happy with it.
-Remade the entire back area in Red spawn.
-Removed a lot of Yellow Toxic Barels throughout the map.
-Added a small area underneath hatch for aesthetic purposes.
-Some smoothing in bot navigation.

-And finally, added an expert mission to the roster which starts you with 0 credits.

If everything is fine in this version, the next one might be the final version of the map.

Read the rest of this update entry...
 

Dayal

L3: Member
Feb 8, 2017
123
293
Barren is finally fully finished

-Added more detail.
-Refined some building textures.
-Remade left route to not be a clone of the right route.
-Added an expert mission called Barren Barrage.
-Opened up 3d skybox.
-Removed the bus because of an error I couldn't seem to fix, if there is something that still needs adressing in the map, I might re-add it.

Read the rest of this update entry...