MVM Aeon A16

Isolated. On an Island. Medieval MvM.

  1. Yakibomb

    Yakibomb L4: Comfortable Member

    Messages:
    169
    Positive Ratings:
    70
    Due to the high volume of logic in this map, LAG WILL OCCUR! To mitigate this...
    • Removed big func_nav_prerequisite on beach telling robots to go to CP1 (now just uses one block trigger at BLU spawn)
    • Fixed bug with a filter that tracking RED or obj_* (not RED and obj_*).
    • Switched to condition-reapplication loop-system my other map uses. (Berserker)
    • Reduced number of entities each Engineer building uses.
    • Enhanced areaportals and hint/skip to improve performance in certain areas.
    Other Major Changes for A11
    • Sapper now on weapon whitelist, due to not being deletable!
    • Fixed crash where a player could keep destructing/rebuilding fast enough as Engineer that it breaks the server. Caused due to filters processing NULL.
    • (Hopefully) fixed nav bug where robots try to go through the closed RED-only door.
    • After CP1 capture then the bomb spawning, robots will try to go to the bomb instead of the bombsite.
    • Fixed areaportals not closing when doors close.
    • Fixed Tankdoors not destroying buildings.
    • Added feature allow users to go into thirdperson.
    • Fixed bug with forward upgrade station where it didn't enable on pre-wave setup.
    • Fixed bug with forward upgrade station where it locked players in melee permanently on wave start.
    • Fixed the sun. Now it shines!
    • (Hopefully) Fixed stuttering while floating on top of water. (I added a trigger_push on top of the water pointing downward)

    Engineer Buildings
    • All Buildings
      • No longer regenerates. (Due to server performance issues)
      • No longer needs to be at full health to work.
      • Max HP now capped at 200. Bucket has 80.
      • Buildings start at 50 HP (instead of 1). Bucket starts at full HP.
      • (Test) Made prop parenting delay tighter to prevent ghost props.
      • Buildings cost 50% to place compared to normal buildings.

    • Ballista
      • Now only costs 15 HP (from 18) to fire an arrow.
      • Must be >65 HP to use it.

    • Dummy
      • Now only costs 15 HP (from 18) to become ubered.
      • Must be >16 HP to use it.
      • Uber lasts 3 seconds.
      • Fixed bug where it flashed excessively.

    • Grill
      • Now gives infinite air jumps instead of increased jump height.
      • Now only restores 50% HP always (instead of upgrading from 20/40/60/80/100% over time). Still heals in radius.
      • Only requirement to create Meat is it must have >16 HP. Meat costs nothing.
      • Meat respawns after 3 seconds of pickup.
      • Reduced buff time from 10 seconds to 8 seconds.
      • No longer makes HPKit pickup sound everywhere.
      • Fixed bug where Huntsman arrow igniter was disabled on first construction.
      • Fixed bug where meat buffs were given on first construction.
      • Fixed bug where meat would have incorrect angles after being hauled then placed.

    Missions
    • Added actual medieval mission from Winterbridge (Frozen Fortitude).
    • Janitor Aisle 5: Actually fixed the final wave not being beatable. Money on wave clear now divisible by 50. Armored Super Champ no longer overheals.
    • Rottenburg Intermediate: Most enemies now use melee only.

    Relays
    • relay_oceanlevel_raise - "FireUser1" and "Trigger" raises ocean by 1 and sounds alarm. "FireUser2" raises by 2, "FireUser3" raises by 3. Fireuser4 does nothing.
    • relay_oceanlevel_lower - "FireUser1" and "Trigger" LOWERS ocean by 1 and sounds alarm. "FireUser2" lowers it by 2, "FireUser3" lowers it by 3. Fireuser4 does nothing.
    • upgradestation_forward_midwave_relay - "FireUser1" to enable, "FireUser2" to disable. Comes with messages.
    • cp1_relay - "FireUser1" Set CP1 to RED. "FireUser2" Set CP1 to BLU.
    • cp1_ironman_relay - "Enable" When CP1 is captured by BLU, RED can recapture. Upon RED cap, all bombs explode (dealing damage to BLU) and reset.
    • relay_once_cp1_oceanlevel_raise - "ForceSpawn" Can use up to 3 times. Upon BLU cap CP1, water rises by the amount of times used.
    • relay_once_cp1_oceanlevel_lower - "ForceSpawn" Can use up to 3 times. Upon RED cap CP1, water lowers by the amount of times used.

    Tags

    • bot_giant - Tag for giants. Currently does nothing.
    • bot_gatebot - Tag for gatebots. All bots use this before CP1 capture. Prevents any intel from being carried (until CP1 is captured, at which point it is removed.
    • bot_chargin - Bot is constantly charging like a Demoknight.
    • bot_milked - Applies target with Mad Milk.
    • bot_jarated - Applies target with Jarate.
    • bot_invisible - Applies Spy's invisibility cloak on target.
    • bot_healing - Target is healed constantly, up to overheal 200%.

    Known issues
    • No notice signs on what height each water level is.
    • Can't haul gunslingers.

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  2. Yakibomb

    Yakibomb L4: Comfortable Member

    Messages:
    169
    Positive Ratings:
    70
    Hi, I added descriptions for these tags for a11. They do add funny things, currently not used in any missions yet. Scroll up to check 'em out.
     
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  3. Yakibomb

    Yakibomb L4: Comfortable Member

    Messages:
    169
    Positive Ratings:
    70
    Good news everybody!
    • All major lag fixed.
    • Fixed (hopefully) all prior crashes.
    • Engineer buildings should work as intended.
    Major Changes for A12
    • Environment light has been reduced.
    • Fixed thirdperson mode stutter upon spectating after dying.
    • Fixed bug with cash collecting more HP/ammo than intended.
    • Fixed crash with naming logic crashing the server.
    • Added RED gatebot speak when BLU starts capturing.
    • Added the Tank Saw. Place on path "tanksaw_path" to get it working. (Can only use 1 while alive. Resets from tank_dead_relay)
    • Removed sound replacement for Engineer HUD damage warning. (it sounded like static)
    • Fixed bug where players could get into ref pose by changing melee weapon at upgrade station.

    Weapon Stripping System
    • Fixed bugs with weapon stripping system. Should now work exactly as intended!
    • Sapper now permanently blacklisted.
    • Robots won't go into ref pose anymore!

    Engineer Buildings
    • Further tightened logic's "nuts 'n' bolts."
    • Changed building HP invalue to 2000 for all buildings (instead of max +1)
    • Buildings no longer level in 200HP increments, instead always being at regular Level 3 building's health (216). Should make HP Upgrades OK without having to destroy building.
    • Further reduced entities spawned from buildings due to redundancy. This should improve server performance.
    • Fixed being able to see buildings with RED outlines addcond 114.
    • Fixed buildings appearing for a split second on first placement.
    • Fixed buildings not spawning with the correct amount HP.


    Bucket
    • Mad Milk duration up from 3 to 6.
    • If hit Ally, adds Vampirism (6s) in addition to overheal (0.3s).
    • Syringe velocity increased from 1143 to 1643
    • Fire rate changed. Health cost changed.
    • Damage per syringe reduced from 45 to 35.
    • Fixed mini not shooting.
    • Fixed mini not being haulable.
    • Resized buildings to 0.6 after placement.

    Ballista
    • Detonation time in the air extended from 0.8 to 1.5
    • Fixed bug where Ballista would shoot multiple arrows.
    • Fixed bug where Ballista would shoot upon placement.
    • Fixed bug where Ballista would be invisible, not work unless hauled and placed again.
    • Resized buildings to 0.9 after placement.

    Dummy
    • Does not cost anything to uber self. Thus, does not cost HP upon uber.
    • Still does uber for 3 seconds when struck by an enemy.
    • Fixed vgui_screen flash upon placement.
    • Resized buildings to 1.1 after placement.

    Grill
    • Removed melee attack bonus due to permanent being applied.
    • Resized buildings to 1.1 after placement.

    Missions
    • Winterbridge should now actually work. No syntax errors OR gatebot issues.
    • Added "MaxVisionRange 600" to most robots that use melee.

    All Relays, ClassIcons, Tags info
    Bomb: Bomb(s) spawn upon BLU capturing CP1. It instantly teleports to the next robot that spawns.
    Bomb: One bomb is spawned by using relays "wave_start_relay_classic" or "wave_start_relay_ironman", which spawn a bomb without a return timer and one with a 60 second one, respectively. Can add more with a few relays mentioned below.
    Ironman CP: It is possible to recapture the control point as RED. When RED caps, all bombs reset.


    Relays
    Place the "Quoted" part as part of entity's Action.
    • wave_init_relay_oceanlevel - Packs all heights into one relay. "FireUser1" for lowest wave level, "FireUser2" for level 1 height, "FireUser3" for level 2 height, "FireUser4" for level 3 highest water level.
    • wave_start_relay_classic - Adds one bomb with no return timer AFTER CP1 is captured.
    • wave_start_relay_ironman - Adds one bomb with a 60 second return timer AFTER CP1 is captured.
    • relay_oceanlevel_raise - "FireUser1" and "Trigger" raises ocean by 1 and sounds alarm. "FireUser2" raises by 2, "FireUser3" raises by 3. Fireuser4 does nothing.
    • relay_oceanlevel_lower - "FireUser1" and "Trigger" LOWERS ocean by 1 and sounds alarm. "FireUser2" lowers it by 2, "FireUser3" lowers it by 3. Fireuser4 does nothing.
    • add_noreturn_bomb_relay - "Trigger" Adds an additional bomb with no return timer AFTER CP1 is captured.
    • add_ironman_bomb_relay - "Trigger" Adds a bomb with a 60s shot-clock return timer AFTER CP1 is captured.
    • cp1_relay - "FireUser1" Set CP1 to RED. "FireUser2" Set CP1 to BLU.
    • cp1_ironman_relay - "Enable" When CP1 is captured by BLU, RED can recapture. Upon RED cap, all bombs explode (dealing damage to BLU) and reset.
    • upgradestation_forward_midwave_relay - "FireUser1" to enable, "FireUser2" to disable. Comes with messages.
    • cp1_oceanlevel_raise_template - "ForceSpawn" Can use up to 3 times. Upon BLU cap CP1, water rises by the amount of times used.
    • cp1_oceanlevel_lower_template - "ForceSpawn" Can use up to 3 times. Upon RED cap CP1, water lowers by the amount of times used.


    ClassIcons
    aeon_oceanlevel_raise
    aeon_oceanlevel_lower
    aeon_oceanlevel_height_0
    aeon_oceanlevel_height_1
    aeon_oceanlevel_height_2
    aeon_oceanlevel_height_3
    aeon_bomb_extra
    aeon_bomb_extra_cp

    heavy_champ_armored
    heavy_champ_armored_giant
    heavy_champ_healonkill
    heavy_champ_healonkill_giant
    heavy_champ_armored_healonkill
    heavy_champ_armored_healonkill_giant
    scout_cleaver_flame
    scout_cleaver_flame_giant
    soldier_buff_samurai
    soldier_buff_samurai_giant
    soldier_conch_samurai
    soldier_conch_samurai_giant


    Tags
    bot_giant - Tag for giants. Currently does nothing.
    bot_gatebot - Tag for gatebots. All bots use this before CP1 capture. Prevents any intel from being carried (until CP1 is captured, at which point it is removed.
    bot_chargin - Bot is constantly charging like a Demoknight.
    bot_milked - Applies target with Mad Milk.
    bot_jarated - Applies target with Jarate.
    bot_invisible - Applies Spy's invisibility cloak on target.
    bot_healing - Target is healed constantly, up to overheal 200%.

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  4. Yakibomb

    Yakibomb L4: Comfortable Member

    Messages:
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    Positive Ratings:
    70
    For some reason Canteen Specialist was gone. Brought it back.
    Fixed hand scale biggening upon leaving upgrade stations.
    Moved slower movement speed trigger higher to water surface (to make it more of a hazard)
    Fixed nav pointing to incorrect trigger.
    Fixed crash with dispenser logic looping to incorrect place.
    Tanksaw now uses Sawblade attribute on trigger_hurt.

    Engineer Buildings
    Ballista
    Removed Minicrits on direct hit. (Too strong)

    Missions
    Winterbridge Int: Now uses wave_start_relay_classic.
    Janitor Aisle 5: Updated.


    BLU Spawn locations
    spawnbot
    spawnbot_right_far
    spawnbot_right_center
    spawnbot_center
    spawnbot_left_center
    spawnbot_left_far

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  5. Yakibomb

    Yakibomb L4: Comfortable Member

    Messages:
    169
    Positive Ratings:
    70
    Good news everybody! (again!)
    • There was a crash in the previous version. However, good news is I suspect it had to do with how drowning is handled--Perhaps if a trigger is triggered while there is a delay in that same trigger, it will break something. So I've sent a CancelPending to this trigger that is run so often.
    • Hopefully, this will be the last stability upgrade.

    Major Changes of A14
    • Fixed Canteen Specialist from being Engie-exclusive (now all-class).
    • Added RecomputeBlockers after CP is captured, and when doors close and open.
    • Added func_brush to prevent robots from trying to go through closed doors.
    • Fixed spies getting in RED respawn? Hopefully.
    • Remove phys explosions on Ballista bombs.
    • Tanks should now drop health packs and ammo via cash. Use "tank_dead_relay" to trigger it.
    • Made floating on water surface less stuttery?
    • Fixed ballista getting stuck at full health if 2+ Engineers thwack the building at once.
    • Two relays condensed into one (called "oceanlevel_relay")
    • Removed templates "cp1_oceanlevel_*" (tied to above note).
    • Fixed bug with players drowning on respawn.
    • Fixed bug where speed penalty in water wasn't working. ("move speed bonus resource level" didn't work)
    • Fixed bad clipping on rock in front beach area.
    • Fixed cash not giving money after wave end.
    • Fixed red buffs not being applied immediately on respawn.



    All Relays, ClassIcons, Tags info

    Bomb: Bomb(s) spawn upon BLU capturing CP1. It instantly teleports to the next robot that spawns.
    Bomb: One bomb is spawned by using relays "wave_start_relay_classic" or "wave_start_relay_ironman", which spawn a bomb without a return timer and one with a 60 second one, respectively. Can add more with a few relays mentioned below.
    Ironman CP: It is possible to recapture the control point as RED. When RED caps, all bombs reset.


    Relays
    Place the "Quoted" part as part of entity's Action.
    • wave_init_relay_oceanlevel - Packs all heights into one relay. "FireUser1" for lowest wave level, "FireUser2" for level 1 height, "FireUser3" for level 2 height, "FireUser4" for level 3 highest water level.
    • wave_start_relay_classic - "Trigger" Adds one bomb with no return timer AFTER CP1 is captured.
    • wave_start_relay_ironman - "Trigger" Adds one bomb with a 60 second return timer AFTER CP1 is captured.
    • oceanlevel_relay - "FireUser1" and "Trigger" sets ocean to zero (lowest level). "FireUser2" sets it to 1, "FireUser3" sets it to 2. "Fireuser4" sets it to 3 (highest level).
    • add_noreturn_bomb_relay - "Trigger" Adds an additional bomb with no return timer AFTER CP1 is captured.
    • add_ironman_bomb_relay - "Trigger" Adds a bomb with a 60s shot-clock return timer AFTER CP1 is captured.
    • cp1_relay - "FireUser1" Set CP1 to RED. "FireUser2" Set CP1 to BLU.
    • cp1_ironman_relay - "Enable" When CP1 is captured by BLU, RED can recapture. Upon RED cap, all bombs explode (dealing damage to BLU) and reset.
    • upgradestation_forward_midwave_relay - "FireUser1" to enable, "FireUser2" to disable. Comes with messages.
    • DELETED: cp1_oceanlevel_raise_template - "ForceSpawn" Can use up to 3 times. Upon BLU cap CP1, water rises by the amount of times used.
    • DELETED: cp1_oceanlevel_lower_template - "ForceSpawn" Can use up to 3 times. Upon RED cap CP1, water lowers by the amount of times used.


    ClassIcons
    aeon_oceanlevel_raise
    aeon_oceanlevel_lower
    aeon_oceanlevel_height_0
    aeon_oceanlevel_height_1
    aeon_oceanlevel_height_2
    aeon_oceanlevel_height_3
    aeon_bomb_extra
    aeon_bomb_extra_cp

    heavy_champ_armored
    heavy_champ_armored_giant
    heavy_champ_healonkill
    heavy_champ_healonkill_giant
    heavy_champ_armored_healonkill
    heavy_champ_armored_healonkill_giant
    scout_cleaver_flame
    scout_cleaver_flame_giant
    soldier_buff_samurai
    soldier_buff_samurai_giant
    soldier_conch_samurai
    soldier_conch_samurai_giant


    Tags
    bot_giant - Tag for giants. Currently does nothing.
    bot_gatebot - Tag for gatebots. All bots use this before CP1 capture. Prevents any intel from being carried (until CP1 is captured, at which point it is removed.
    bot_chargin - Bot is constantly charging like a Demoknight.
    bot_milked - Applies target with Mad Milk.
    bot_jarated - Applies target with Jarate.
    bot_invisible - Applies Spy's invisibility cloak on target.
    bot_healing - Target is healed constantly, up to overheal 200%.


    BOT Spawn Locations
    spawnbot
    spawnbot_right_far
    spawnbot_right_center
    spawnbot_center
    spawnbot_left_center
    spawnbot_left_far
     
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    Last edited: Mar 27, 2020
  6. Yakibomb

    Yakibomb L4: Comfortable Member

    Messages:
    169
    Positive Ratings:
    70
    A14 Testing Log
    So in last night's test, the server crashed about two times in 2 hours. Massive improvement! I suspect this has something to do with the CPs, because crash 1 we all were fighting on CP1, and crash 2 I finished capturing CP2. So I've got that going for me.

    The Engineer buildings are stable and work as intended. Only thing now is you can make a zillion Mini-sentries because of how the logic works.

    The slow mechanic in the water is horrendous, and will be removed the coming update.

    Floating on the water surface still stutters.

    And among some other minor issues, I want to revise the layout of a lot of the map still. No notes on this yet, will get to that.

    EDIT: And I forgot to replace the relays for ocean rise and fall in the Janitor Aisle 5 mission.

    Thanks, and best wishes.
     
    Last edited: Mar 26, 2020
  7. Yakibomb

    Yakibomb L4: Comfortable Member

    Messages:
    169
    Positive Ratings:
    70
    Major Changes for A15
    • Removed rock formation up front.
    • Extended bomb alert zone to bomb hatch.
    • Fixed func_brush doors sending being sent wrong input.
    • Further improved performance by removing buff-application loop system for BLU.
    • Made tanksaw's sawblade non-solid.
    • Made Ballista bombs quieter.
    • Fixed bug where cp1_ironman_relay wasn't being triggered when enabled.
    • Fixed bug where some CP1 triggers were set to fire only once.
    • Remove slower movement speed debuff from being in water.
    • Made water less stuttery?
    • Fixed T_Aeon_Giant_Soldier_Paintrain using Demoman gatebot light.
    • Fixed nav bug: Robots shouldn't try to go through closed doors anymore!

    Mechanic Changes

    • CP1 can't be blocked by RED during BLU capture.
    • Increased capture time from 8 seconds to 15 seconds.
    • Capture progress clears as quickly as Mannhattan.
    • Added alarm SFX when bots are nearing CP1.
    • Shrunk CP1 capture area.

    Engineer Buildings
    • Bucket Crossbow
      • Few bugs that I can't fix.
      1. Unable to haul.
      2. Doesn't shoot immediately.
      3. Disposible only shoots if hit...
    Missions
    Janitor Aisle 5: Removed "relay_oceanlevel_raise" relays. Added a new wave for kicks.

    Read the rest of this update entry...
     
  8. Yakibomb

    Yakibomb L4: Comfortable Member

    Messages:
    169
    Positive Ratings:
    70
    Alright, so the source of the crashes were from filters trying to process <NULL> in the weapon stripping system. What this means is, well 1. I found the bug and 2. I need to update the map!

    Will be updating in the coming hours most likely. Stay Tuned!
     
  9. Yakibomb

    Yakibomb L4: Comfortable Member

    Messages:
    169
    Positive Ratings:
    70
    Major Changes for A16

    Layout Changes
    • The bomb site and the hallway to it have been moved vertically downward.
    • Most of the map (about 50%~) can be covered in water with the right conditions.
    • There's a tunnel, which only a tank can pass by destroying the barrier. When the barrier is destroyed, the inside area of the map can be flooded from the outside water.
    • Capturing CP2 can repair this barrier and clear the water inside, but not outside.


    Other Major Changes
    • Fixed clipping on big rocks on left of beach.
    • Fixed tank door closing on wave end.
    • Re-added func_respawnroom to RED respawn room.
    • Fixed CP2 being cappable pre-wave.
    • Added trigger_hurt to some areas where money gets hard to retrieve.
    • Added Cow Mangler to blacklist. (Whoops!)
    • Added SAPPER to Whitelist. (I can't get the thing bug-proof. Sapper is available if the round restarts with an Engineer and Spy...)
    • Most tags were removed in A15 (forgot to say)
    • Minis and disposibles currently the normal ones. (for now)


    Missions
    • Janitor Aisle 5: Totally revamped. It's a new mission!

    All Relays, ClassIcons, Tags info
    Bomb: Bomb(s) spawn upon BLU capturing CP1. It instantly teleports to the next robot that spawns.
    Bomb: One bomb is spawned by using relays "wave_start_relay_classic" or "wave_start_relay_ironman", which spawn a bomb without a return timer and one with a 60 second one, respectively. Can add more with a few relays mentioned below.
    Ironman CP: It is possible to recapture the control point as RED. When RED caps, all bombs reset.


    Relays
    Place the "Quoted" part as part of entity's Action.
    • wave_init_relay_oceanlevel - Packs all heights into one relay. "FireUser1" for lowest wave level, "FireUser2" for level 1 height, "FireUser3" for level 2 height, "FireUser4" for level 3 highest water level.
    • wave_start_relay_classic - "Trigger" Adds one bomb with no return timer AFTER CP1 is captured.
    • wave_start_relay_ironman - "Trigger" Adds one bomb with a 60 second return timer AFTER CP1 is captured.
    • oceanlevel_relay - "FireUser1" and "Trigger" sets ocean to zero (lowest level). "FireUser2" sets it to 1, "FireUser3" sets it to 2. "Fireuser4" sets it to 3 (highest level).
    • add_noreturn_bomb_relay - "Trigger" Adds an additional bomb with no return timer AFTER CP1 is captured.
    • add_ironman_bomb_relay - "Trigger" Adds a bomb with a 60s shot-clock return timer AFTER CP1 is captured.
    • cp1_relay - "FireUser1" Set CP1 to RED. "FireUser2" Set CP1 to BLU.
    • cp1_ironman_relay - "Enable" When CP1 is captured by BLU, RED can recapture. Upon RED cap, all bombs explode (dealing damage to BLU) and reset.
    • upgradestation_forward_midwave_relay - "FireUser1" to enable, "FireUser2" to disable. Comes with messages.
    • anvil_maker - "ForceSpawn" Spawns an anvil that gives Mann Powers. May be removed in a later build. (Added in map version A16)


    ClassIcons (compiled in map)
    aeon_oceanlevel_raise
    aeon_oceanlevel_height_0
    aeon_oceanlevel_height_1
    aeon_oceanlevel_height_2
    aeon_oceanlevel_height_3
    aeon_bomb_extra
    aeon_bomb_extra_cp

    demoknight_yaki_darknut
    demoknight_yaki_darknut_giant
    heavy_champ_armored
    heavy_champ_armored_giant
    heavy_champ_healonkill
    heavy_champ_healonkill_giant
    heavy_champ_armored_healonkill
    heavy_champ_armored_healonkill_giant
    scout_cleaver_flame
    scout_cleaver_flame_giant
    soldier_buff_samurai
    soldier_buff_samurai_giant
    soldier_conch_samurai
    soldier_conch_samurai_giant



    Tags
    bot_giant - Tag for giants. Currently does nothing.
    bot_gatebot - Tag for gatebots. All bots have this before CP1 capture. Currently does nothing.


    BOT Spawn Locations
    spawnbot
    spawnbot_right_far
    spawnbot_right_center
    spawnbot_center
    spawnbot_left_center
    spawnbot_left_far

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