Affinity

MVM Affinity B3

Necrσ

aa
Nov 16, 2015
198
488
Affinity - Underwater themed mann vs machine map for the mappers vs machine contest

Not hosting the map youself? if your playing the map on someone elses server here's a link to the bsp only since the other files aren't needed unless you are hosting the map

Still figuring out how all this mvm stuff works, any feedback much appreciated.

Download contains bsp, nav and pop file as well as installation instructions

Currently there is only one pop file which is normal difficulty (but who knows, it could be easier or harder. Please let me know what you think)

Pipe models by Fubar and railing modifications by Ravidge, all other custom content made by me.

Screenshots:
mvm_affinity_b20001.jpg
mvm_affinity_b20002.jpg
mvm_affinity_b20003.jpg
mvm_affinity_b20004.jpg
mvm_affinity_b20005.jpg
mvm_affinity_b20006.jpg
mvm_affinity_b20007.jpg
mvm_affinity_b20008.jpg
 
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Infomaniac

L6: Sharp Member
Nov 29, 2015
374
207
Why isn't the map called FURaffinity.


I'll see myself out.
 

Infomaniac

L6: Sharp Member
Nov 29, 2015
374
207
I honestly didn't get that until I looked it up.

y'know what? It's not a bad idea
Oh god please don't tell me you're gonna name your map furaffinity after my dumb joke.
 

Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Please use the little-known func_fish_pool as a school of fish above the dome thing and then replace the default fish model (which TF2 doesn't have) with one of the SFM sharks which I believe has some baked-in animations.

If that entity even works in TF2.
 
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Vel0city

func_fish
aa
Dec 6, 2014
1,947
1,589
Can i just say that this looks really slick. Very nice and visually cohesive artstyle - especially for an alpha map.

Btw, i did something in 2012. I don't remember what i did, but perhaps you'd want something like it for an underwater map?
1A6AAEEECBFCE9391468DB2C9F056D5BEC486856
Moving refractive texture on a solid brush huh.

Looks neat, but isn't what would happen irl (look into an aquarium, you don't see refractions like this on the glass walls). You'd rather see caustics on the bottom of the pool's floor which you can do with a moving texture.

Also surprised Source didn't break the rendering with this, rendering under the water from multiple sides besides the surface view.
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
Source didn't break because each side of the water is a seperate brush.

And yes, while this is not realistic, it is just believable enough to pass and conveys the underwater feeling easily. Bioshock did the refraction thing as well.

It's just one of many things where realism and believability are not necesarrily two sides of the same coin. Another example would be if you had a square, gray concrete building with no discerning features. Quite realistic, but would stand out as questionable in a game world (one as colourful as tf2's at least)
 

Da Spud Lord

Occasionally I make maps
aa
Mar 23, 2017
1,339
994
I loaded up the map, and I really like it. Would love to see you keep working on it. However, I think you should make the func_respawnroomvisualizer here visible:
20170523131753_1.jpg
Or raise the platform so that its more obvious you're not supposed to get up there, because when I first came across it, I thought I was able to jump up.
 

Necrσ

aa
Nov 16, 2015
198
488
CHANGELOG FOR A3

Map Changes

- Moved health and ammo from room with no entry

- Added nobuild zone on front platform

- Changed small ammo pack in shelter to large ammo pack

- Widened walkway by 16hu over large doorway on lower path to allow bots to better use it

- Brightened some areas

- Fixed respawn visualizers not showing at blu spawn

- Changed far left room at first area from ledge to ramp to give bots another flank route

- Extended Blu respawn room so it covers whole spawn area

- Minor height difference addded to first area to break things up a bit

- Map is now fully sealed (Accidentally had cordon on in last version)

- Clipped upgrade stations

- Added a few more health and ammo packs around the map

- Added a pipe near the front of the map to allow players better access to the upper route

- Fixed up nav mesh

- Added some arrow overlays to help direct players

Popfile Changes

Advanced Wave 1

- Halved the amount of demomen

- Added a giant Soldier which comes towards the end of the wave

Advanced Wave 3

- Removed weird delay between wave start and first bots

- Giant Heavies now no take forever to exit the respawn room

- Removed bonk scouts

- Decreased interval between giant heavies spawning from 20s to 15s

Advanced Wave 4

- Increased health of tank from 25000 to 40000

- Added huntsman sniper squad

Advanced Wave 5

- Giant Medics now have vacinators, instead of infinite uber medi guns

- Fixed meds having 4500hp instead of 2000. This was due to the wrong template being used

Advanced Wave 6

- Removed second tank

General Changes

- Fixed DoneOutput so upgrade station should re-enable, and paths should change between waves

- Heavily reduced respawn times

Screenshots:

Read the rest of this update entry...
 

Necrσ

aa
Nov 16, 2015
198
488
CHANGELOG FOR A4

Map Changes

- Reworked left bot exit to be a flank route that connects to the upper path

- Color coded routes - lower is yellow, upper is blue

- raised ground at first area

- Removed pillar at first area

- Lowered first part of upper route to reduce high advantage for defenders

- Reworked cover at start of upper route to work better for defenders and bots

- Reworked foward upgrade room to be better scaled and less cramped, this may have opened a few un-inted sightlines

- Moved tank enterance further left to better align with new geometery

- Added lockdown mode - when the bomb nears the hatch the map enters 'lockdown mode' where bots with take the shortest route to the hatch for the rest of the wave. This is along with a few visual and sound effects to alert players

- Changed most railings to black to better fit the map

- Fixed accidental clipping error

- Route arrows now disable during waves

Popfile Changes

- Added a new normal mission (should be more normal difficulty than the last one I tried to make)

Read the rest of this update entry...
 

McLovin

L2: Junior Member
May 25, 2017
55
66
Noticed this about the crates while playing as Engi:

AXf5mCC.jpg


OJQRy92.jpg

A sentry can be placed on (most of) them in the map, however, not here:


Any reason for this? If so, you should just add another crate on top of the last one.

Edit: This applies to all buildings, not just sentries. My bad.
 
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