Dockyard

MVM Dockyard RC7navfix

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Fillmore

L5: Dapper Member
Jul 20, 2014
224
137
Hello, Fillmore.

I got a chance to play your map and I have to say, this is a pretty fun map. I just came to say that I feel the 50 foot nuke bot feels a little left out of the second area. I'm not sure if this would be a good change, but maybe after the bots capture A, maybe 45 seconds after it is captured, the giant demo could pop out somewhere in that area by elevator. This is a completely optional change, and I'm not sure how complicated making that mechanic would be, so don't fret too much about it.

Sincerely,
-G.bo

P.S. I'm glad this was one of the maps in Titanium Tank, and I hope to see another community tour in the future.
I didn't make that mission, Jakapoa made it for Titanium Tank (I added the timer relays due to his request but heard nothing about the mortar man so I didn't do anything special just because I could)

The custom crane prop from Decker that you use in this map spams the games console with an error.

What error, exactly?
 

Fillmore

L5: Dapper Member
Jul 20, 2014
224
137
  • Added some cover to the front to make it a bit easier to defend
  • Added Spyware Shipping, an Advanced mission by Jakapoa
  • Changed the visuals of the map a bit to try and make it look less basic
  • Changed the steam whistle cap sound to a trainhorn
  • Changed one max ammokit at the front to medium
  • Removed shitty door next to grinder ;)
  • Adjusted geometry at the grinder to try and make it less annoying to use

Read the rest of this update entry...
 

Fillmore

L5: Dapper Member
Jul 20, 2014
224
137
  • Adjusted geometry at the front and back areas of the map
  • Adjusted geometry at gate area to make the its side spawn support Giant Robots
  • Re-routed the bomb to go around the left side of the platform at the front
  • Added relays to let mission makers open and close the forward spawn to use 'ambush bots'
  • Added spawn points for the side spawns at the front

Read the rest of this update entry...