Bloodlust

MVM Bloodlust B6

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Jun 15, 2013
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Bloodlust - YOUR BLOOD, NOT FOR A GOD, BUT FOR A GAME!

Bloodlust is a "blood themed" MvM map. Take to a remote camping and logging ground with an unknown ritual taking place. It just so happens that ritual has left a convenient hatch-shaped hole for the robots to throw a bomb into.

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Jun 15, 2013
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  • The front has been moved around and shifted about to fit better inline with the rest of the map. This also has the benefit of reducing the unnecessary length of the river path.
  • Numerous changes have been made to portions of the map leading from the front to account for this. The ramp to the hill path has been shifted slightly to cut off a sightline.
  • Ghost lighting has been made brighter to better illuminate playspace.
  • Number of pickup and blood rift position changes.
  • Sniper and Engineer robots are now properly supported.
  • Pickups have been placed in the underworld boss arena. Blood rift here also now spawns properly.
  • Added a carrier tank, should help with telling where robot spawn is.
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Jun 15, 2013
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- End of wave now sends all defenders to spawn when in underworld.
- Shifted trigger to fit new map geometry.
- Added a sign blockout at front, will be modelled later.
- Fixed a large circle of nav getting generated around the underworld island.
- Money is now autocollected in the underworld.
- Other small nav touchups.

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Jun 15, 2013
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  • Fixed a number of "godspots" regarding trees.
  • Fixed some odd clipping at one tree in particular.
  • Fixed nav to not be pointing robots into walls.
  • Clipped off and fixed nav at the underside of the front sign.
  • Added Halloween entity to the map.
  • Fixed tank paths going straight through a building.
  • Pushed an experimental change that replicated how Boogge's Void spawns worked. Functionality should remain the same.

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Jun 15, 2013
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  • Robots can now spawn at the tank spawn (spawnbot_tank).
  • Increased some push speeds at certain tree tops.
  • Added an indicator particle to show where Blood Rifts can spawn.
  • Robots can no longer activate Blood Rifts.
  • Added custom soundscapes.
  • Added a particle around the moon.
  • Fixed a spot where players could get stuck in-between a rock and the sawmill.
  • Made all hologram models red
  • Slightly increased width of the river at the hatch runoff, added an ammo pack here as well.
  • Added a medium healthkit to the hill towards the hatch.
  • Fixed tanks falling into the hatch hole at comedically high speeds.
  • Blood Rifts now respawn in the Underworld.
  • Damage when falling off the island in the Underworld has been increased to 1,000.
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Jun 15, 2013
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  • Detail pass to gameplay space, still needs to be finalized
  • Added additional cover to front
  • Added small cliff to front
  • Added lore-friendly pyro larvae

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Jun 15, 2013
647
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Let's see if I remember all of this

  • Some additional detailing, foliage placement
  • Added some more props into the sawmill
  • Did some touchups on terrain
  • Added proper skybox tree cards
  • Fixed nav mesh for robot spawn
  • Added additional spawns for support robots in underworld
  • Added indicator for spawns in underworld
  • Raised fence in underworld
  • Moved position of a Blood Rift near hatch
  • Fixed waterfall displaying default particles
  • Made Blood Rift particles more prevalent
  • Added lights to Blood Rift particles
  • Detailed sign
  • Added david
  • Added a room you shouldn't worry about
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Jun 15, 2013
647
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  • Cleaned up brushwork near spawn
  • Fixed nav near Newfolk sign
  • Likely a lot of little things that no one will ever notice
  • Included intermediate mission, created by Ciaran

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Jun 15, 2013
647
1,197
  • Fixed bots not receiving spawn protection in the tank spawn.
  • Nobuilded a number of should-be invalid spots.
  • Wake up.
  • Some other things that no one will notice.

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