fastener

fastener b3a

pont

huh? wuh?
aa
Mar 15, 2018
345
522
a2 changelog:
- tightened the back of the map
- revised area near RED spawn to offer some high ground for an easier and more interesting last defense
- made the warehouse more interesting to fight in
- added an upgrade station in RED spawn that remains open during the wave
- fixed a few buildable spots that sentry busters could not reach
- small clipping improvements
- more stuck prevention around train
- did a bunch of shit to waves i cant be fucked to rewrite a third time im so tired dude. waves are generally harder.
- bullet hell boss soldier shouts at you when you die to him :)

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pont

huh? wuh?
aa
Mar 15, 2018
345
522
a3 changelog:

- bot shutter doors near train path use the stop hand texture
- adjusted bot push points in refueling area
- added stuck prevention to handle standing atop train as it moves beneath tight geo
- adjusted nav avoids to try and stop robots smushing their faces into the sides and back of the train at various points
- bumped a few medium ammo kits up to full
- added a full health kit by the red tank corner nearby refueling area
- (hopefully) fixed an edge case where bots could manage to dodge the nav trigger and get stuck in spawn
- fixed a nav issue where giants would get caught on a corner in spawn

wave 3:
- reduced number of giant flare pyros in subwave 3
- reduced number of supporting wm1 pyros in subwave 3
wave 5:
- fixed popfile hanging after subwave 1
- reduced number of giants in subwave 1
- subwave 1 supporting soldiers are now part of the wave and drop money
- subwave 2 knockback demomen deal less damage
- subwave 2 support bots are far less frequent

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Bazooks

L2: Junior Member
Dec 31, 2016
84
27
a3 download doesnt have nav
 

pont

huh? wuh?
aa
Mar 15, 2018
345
522
b1 changelog:

- artpass
- added missing tag to wave 4 giant KGB heavies - they should no longer try to path through areas without enough clearance
- attempted to fix bots getting stuck in a corner against the train and ignoring nav_avoids:
-- added nav_prefers to the shortcut doors that open beside these corners
-- added push triggers to forcefully dislodge stuck bots
- added kill trigger at back of map in case the train pushes bots or players through the clipping
- reduced cash dropped through wave 5
- fixed an issue where giants climbing up the catwalks would hit their head on the gantry
- fixed wave 5 boss soldier's taunting lines being triggered by BLU team deaths

ouhghgh wanting early beta for a contest like this isn't a great decision imo

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r0nii

Banned
Mar 16, 2019
200
23
add triggerhurt with 0 damage and zero damage force and parent it on a train that moves. it will pickup the money automaticaly when train appears and goes over money. because right now you may miss the money only bcuz bot died and train blocked the money
 

pont

huh? wuh?
aa
Mar 15, 2018
345
522
b2 changelog:

- hopefully fixed an edge case where robots would ignore their nav objective and try to beeline to the finale, running into a corner in spawn
- removed blue-only filtering from several stuck prevention measures
- added stuck prevention measures along the support train's path
- added even more stuck prevention measures along the normal train path
- money beneath the train is now automatically collected
- adjusted HUD
- added spec cams
- fixed a few misassigned overlays
- added round loss fx
- cleaned up various other small issues
- replaced steel door prop from eotl assets with a brushwork version
had this stuff mounted for another project and didn't realise the prop steeldoor001 was custom. oops!

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pont

huh? wuh?
aa
Mar 15, 2018
345
522
b3 changelog:

bugfixes only - currently in the contest post-deadline bugfix period.

- attempted fix for sentry busters spawning giant caber models (what the fuck?) by addoutputting fadedistances onto cabers in blu spawn
- added more nav avoids to try and stop robots getting stuck on tall traincars on the corner
- added more stuck teleports to static train in warehouse
- added stuck teleports to every train car
- adjusted finale support bot prereqs - they should swarm a bit less
- extended step-up helpers on flatcar on left side of warehouse
- added resources to warehouse that i had completely forgotten to do until now (oops - this was unintended, i've been rushing the whole contest)
- added nav_avoid near forward resupply to stop giants getting stuck at the low ceiling

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pont

huh? wuh?
aa
Mar 15, 2018
345
522
fastener came first in guardian dynamica! for a first try at mvm,wow, that went pretty well.

moving forward, i hope to continue fixing nav issues, add support for engineer robots, and to write a few more missions of varying difficulty. with the contest out of the way, i look forward to the freedom of experimenting a bit with what's possible.
 

Spacek531

L4: Comfortable Member
Jan 28, 2012
165
94
I tried to run the map on a listen server but I didn't know how to get it working. Theme is really neat, and it looks pretty darn good too!