Minceraft

MVM Minceraft A13

Yaki

aa
Sep 3, 2018
416
254
Seeing as it is a medieval MvM map (I'm working on one of the same too), I had to know how you did what you did with the custom colors and the other doodads. I hope it was ok that I found out more by looking into the map!

Just so I don't ogle this thing to death, I'll just say where can I test this map with other people? It looks really exciting.
 

rafradek

L2: Junior Member
Aug 25, 2018
60
22
To enable custom colors on robots, add a trigger that covers the entire map, using a filter for specified robot tag, then when robot touches change the robot's color.

The map is often tested and played on Potato's MVM discord group.
 

Yaki

aa
Sep 3, 2018
416
254
Hey! I just tested this, and I think it's so inspiring from a mapper point of view. Here is some crits + feedback

  • You mentioned you couldn't reduce spell damage, but in fact you can. Here is the guide I wanted to point you toward: https://tf2maps.net/threads/guide-p...d-other-damage-types-for-medieval-mode.37932/
  • I think this area should be opened up so players can jump over it (and maybe add a spawn func_respawnroomvisualizer that enables/disables if the TNT is capped? That way the bots can't just jump over the wall somehow with a player casting the Bats spell on them). This area: https://steamcommunity.com/sharedfiles/filedetails/?id=1724272872
  • Wave 4: I think the mob had too many spells. Just an opinion that I think you could be aware of. I think this can be kept as long as there are resists for it. (I also thought spells from the bots was a little overwhelming visually)
  • Wave 7: The boss' HP could probably be nerfed a lot, it did seem excessive. Maybe add more support to compensate?
  • On the custom upgrades: I think that you could remove the ammo upgrade for the Huntsman/Crossbow and move the Mini-Crits on Kill there. Ammo should be more spread out, though, or they could trade places? (i.e. Ammo goes in Body Upgrades, Mini-Crits on Kill goes on Weapon Upgrades)
  • Visuals: https://steamcommunity.com/sharedfiles/filedetails/?id=1724272456 The fire (and smoke) was very laggy in this area and pathway, to where I got less than 10 FPS.
I'd have to play the map again to give more feedback, but honestly it's pretty solid.
 

rafradek

L2: Junior Member
Aug 25, 2018
60
22
  • Fixed missing upgrades when custom upgrades file is missing
  • Reduced enderman count on wave 7
  • Slimes on wave 3 appear faster
  • Reduced damage of Pigman zombies and Wither skeletons
  • Increased cooldown of engineer spells
  • Increased cooldown of witch spells
  • Decreased duration of lightning orb spell

Read the rest of this update entry...
 

⁽ᴵᴰᴳ⁾CaptainRussia94

L2: Junior Member
Nov 26, 2018
91
75
I honestly feel you shouldn't butch this map to meet tf2-standards. I've said this before and I'll say it again:

This is a very unique map, it stands out, and I'd hate for it to became a generic tf2 map.
^this is what you plan to do from what you've said on your potato tf submission
 

rafradek

L2: Junior Member
Aug 25, 2018
60
22
No matter how much i would like to keep the current minecraft style, i don't think it is serious enough to be included in MM. It might come back as an april's fool submission. Right now i am thinking of remaking hillside into halloween map, that will serve for as my submission
 

Ralph The Frog

L1: Registered
Jul 11, 2022
1
0
I put the pop files in my population folder, but when I launch the map on my server it still says wave 0. Is there a particular reason for this, because I do not have this issue with other maps. Thanks.