Spacepost

MVM Spacepost b4

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Flipy

I like foxes
aa
Jul 20, 2016
170
1,019
Spacepost - Defend against the robot invasion on Red's crucial spacepost

Gray Mann has launched attacks on all of Red's bases and failed, all except for one. In an attempt to catch the Mercs off guard he launches an attack on their space operation. It's your job to stop the incoming invasion and keep the spacepost safe

View attachment 49606
View attachment 49609
View attachment 49612
 

Flipy

I like foxes
aa
Jul 20, 2016
170
1,019
A new update for spacepost!

Included in the zip
-Map bsp
-Map nav
-Two popfiles
-Template popfile (important!)
-Class Icons

-New advanced popfile!

Layout and Map Changes

-An incredible amount of health and ammo added around the map
-Altered lower right bomb route to take new path near the hatch
-Redid covered path in the back of the open area to be a balcony
ECAEFE948817DAD4D139293EE7305A99BE5669D3

-Redid top right route of mid to be more open
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-Widended top left route, subsequently making balcony smaller
-Added railings by the deathpit to comply with International safety standards
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-Added some small platforms to the final ramp near hatch
-Added area behind the final ramp near hatch, bots can now use this as a path
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-added carrier to skybox
-Severe improvements to tank pathing, should be less choppy on turns
-Additional bomb path holograms

Read the rest of this update entry...
 

Star Bright

L2: Junior Member
Jan 4, 2016
75
65
Apparently the last time we uploaded this I didn't even have the first advanced popfile. Ooops.
In that case, a major changelog to advanced wouldn't accomplish much but the notable things are:
  • Switched around waves 2 and 3. Wave 2 was a major pain in the arse with the amount of money given in wave 1. So now hopefully it'll be less oppressive on defenders.
  • Reduced spam, increased tank HP across all waves. These were the major changes that just needed to happen. I don't like the rigid "spawn, rest" style that Two Cities has, but sometimes my waves get a little too loose to the point medic shield might be required. Hopefully now it'll still be advanced without being a total pushover
  • A final boss wave has been added. Who gives a crap about gravity?
 

OctoBlitz

Sabotage related, and Tak approved!
aa
Jan 15, 2016
357
193
Spacepost: coast to coast.

Map looks fun man! Might give it a try after work tomorrow...
 

Flipy

I like foxes
aa
Jul 20, 2016
170
1,019
-Hatch has been moved back and lowered for better gameplay when defending
-New shortcut from hatch to middle, one way dropdown
-Deathpit readjusted to be smaller and less intrusive
-Ramp added around upgrade builing in front, top area is now playable and buildable
-Fixed rendering issue up front by bot drop down

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Flipy

I like foxes
aa
Jul 20, 2016
170
1,019
-Cleaned up all brushwork and everything is nicely on grid.
-Overhauled Lighting.
-New displacements outdoors.
-Detailing prep.
-Remade skybox.
-Enhanced Hologram area.
-Improved deathpit.

-Added areaportals.

-Redesigned stairs near deathpit.
-Added a roof to the upper exit leading outside.
-Adjusted health/ammo.
-Removed some dewm props.
-Removed Railings from deathpit.
-Adjusted bomb carrier arrows.
-Adjusted spectator cameras.

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Flipy

I like foxes
aa
Jul 20, 2016
170
1,019
-Map has been given an art pass and is now at the beta level of completion
-General improvements across the board, too many to list in any patch notes

Zip File Includes
  • Map and Nav file
  • 3 Missions, Beginner, Intermediate, and Advanced
  • Crucial template file

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BigfootBeto

Party Time 2.0!
aa
Jun 8, 2016
496
847
-General improvements across the board, too many to list in any patch notes

That's ok I've written the changes from B1a to B1c

Changelogs:

B1a
  • Adjusted robot spawns
  • Adjusted skybox
  • Adjusted clipping
  • Moved solar panels
  • Removed satellite dish trio
  • Added landing pad
  • Added trims to outside buildings
  • Fixed force field sounds not playing
  • Replaced water texture in bio area
  • Removed collisions on some vent props
  • Changed up some rocks outside
  • Fixed some visible nodraws
  • Brightened forward upgrade station room
  • Brightened spawnroom
  • Maybe fixed red computer panel cubemaps
  • Increased width of carrier spotlights
  • Added machine sound to reactor
  • Added fade distances to loads of props
B1b
  • Fixed robots spawns (again)
  • New pickups before bomb hatch
  • Added pipes to serve as ramp to upper area at hatch
  • New final boss sequence
  • Fixed tank weirdness over grate
  • Fixed emergency lights not turning off
  • Aligned some textures better
B1c
  • Fixed alarm lights (again)
  • Fixed tank seizure (spaztank)
  • Removed no entry sign over forward upgrade station
  • Fixed spies in spawn
  • Fixed a nodraw
 

Star Bright

L2: Junior Member
Jan 4, 2016
75
65
Saying "it's an artpass" doesn't begin to describe the work that was done by Flipy and Beto on this.
Have some screenshots.

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Edit: I'm dumb and somehow didn't notice Flipy already put up a bunch. Rip.
 
Last edited:

Flipy

I like foxes
aa
Jul 20, 2016
170
1,019
Changelog:
  • Slight redesign of the back flank route
  • Finalizing nav mesh and popfile
  • Improved boss sequence and fixed particles thanks to Exactol

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Flipy

I like foxes
aa
Jul 20, 2016
170
1,019
Changelog:
  • Added detailed lounge area (behind glass)
spacepost_b3_bonus_2.jpg

  • New Upgrade Stations (in spawn)
spacepost_b3_bonus_1.jpg

  • Recolored ammo overlays to better tell them apart from health
  • More little details here and there
  • More optimization
  • More fade distances
  • Fixed ugly shadows in robot spawns
  • Adjusted finale
    • Currently a bit of a volume issue with the finale, if a loud sound persists please use snd_restart
    • to be fixed in the upcoming hotfix

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Kube

Not the correct way to make lasagna
aa
Aug 31, 2014
1,342
1,849

Flipy

I like foxes
aa
Jul 20, 2016
170
1,019
  • Adjusted outdoor stairs
  • Half-clipped spiral stairs (the slope is too steep to fully clip them and you'd just get stuck)
  • Lowered volume of some sounds
  • Robots now beep and boop
  • Fixed getting stuck on a displacement
  • Aligned some textures better
  • Adjusted displacement alphas
  • Adjusted some misc details
  • Adjusted some clipping
  • Disabled fog
  • Changed one red ammo overlay to be white
  • Fixed a nodraw
  • A bit more optimization
  • Fixed Robot entity spam (probably)
Robot class icons are now provided in their own folder instead of being packed along with the map, be sure to install them to play the map properly!

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Flipy

I like foxes
aa
Jul 20, 2016
170
1,019
All credit for this update goes to @BigfootBeto

New Expert popfile.

Detailing Changes
  • Adjusted lighting.
  • Remade 3D Skybox.
  • Improved forward upgrade station.
  • Changed far left bot spawn wall.
  • Changed hatch area.
  • Slightly redesigned spawnroom.
    • New B1000 logo
  • Replaced jungle-y area with spytech.
  • Redesigned missile holding area.
  • Added detail to plain walls.
  • Added some props to empty space in some rooms.
  • Largers windows for lounge area.
  • Modified 2nd floor area with the hologram.
  • Changed oob area under the hologram.
  • Replaced dumptruck.
  • Replaced dewm crates.
  • Replaced dewm pickup models.
    • Now the only dewm assets are the deathpit textures.
  • Changed glass textures.
  • Fixed floating bomb arrows.
  • Fixed pitch black edges on ceiling lights.
  • Adjusted soundscape.
Gameplay Changes
  • Removed pipe ramp at hatch.
  • Upgraded med ammo to full ammo near hatch to make up for the lost ramp.
  • Widened room under circle dropdown.
  • Slightly widened large tank doorway.
  • Slightly shifted left bot spawn.
  • Adjusted clipping.
  • Improved collisions for rock props.
Technical Changes
  • Added .res file to fix missing hud icons.
  • Fixed bullet impacts for
    • moon glass
    • moon grates
    • force fields
  • Fixed changed filepath for model in upgrade station.
  • Boss teleport enabled immidiately instead of having a delay.
  • Fixed some floating point loss error things.

Read the rest of this update entry...
 
Last edited:

Fillmore

L5: Dapper Member
Jul 20, 2014
224
137
Informed Beto about this back in the day but now that I think of it, I'm letting you off too easy with keeping you oblivious about this little thing:
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This spot here doesn't seem like much but you can toss the bomb up here and Giants won't be able to get the bomb, leading to some easy waves if there's no small Robots left to fit here (this also means that Sentries built here are 100% safe from Sentry Busters)