Berserker

MVM Berserker A6

Yaki

aa
Sep 3, 2018
422
261
mvm_berserker - MvM but you're attacking

A1 Released!
Author's Note
YAKIBOMB said: "This is an experimental map made for Potato's Madness vs Machines event."

The Experiment:
The robots don't attack; the players do! If all players die, the game is lost.
It's Medieval mode. Shops (with custom upgrades!) exist mid-stage to upgrade before the boss.
Capture all Control Points to win the stage and move onto the next area.

Other notes for mvm_berserker_a1:
There is only one stage.

Files Included in the mvm_berserker_a1 Download:
  1. mvm_berserker_a1.bsp (the map)
  2. mvm_berserker_a1.res (resource downloader for server owners)
  3. mvm_berserker_a1_wizards_and_warriors.pop (population file--No need for a base file)
  4. Two custom upgrade files: mvm_upgrades_berserker_starter_pack.txt
  5. mvm_upgrades_berserker_engineer_tier1.txt
*The icons come baked in the map.

**Thanks for checking this out--Have fun!
 

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Last edited:

Yaki

aa
Sep 3, 2018
422
261
Main Changes
  • Can now use the full arsenal of weaponry: Medieval mode has been removed for good.
  • Due to accessibility of the map and server owners, Custom Upgrades have been removed.
  • Reworked the attributes system to use OnUser inputs and wicked-cool StartTouch tricks (instead of only using map triggers and timers)

Read the rest of this update entry...
 

deluxghost

L1: Registered
Jul 31, 2018
30
10
--- Missing Vgui material vgui/../hud/leaderboard_class_enemy
--- Missing Vgui material vgui/../hud/leaderboard_class_enemy_boss_g

what

after wave end (victory/failed), players are not teleported to base
 
Last edited:

Yaki

aa
Sep 3, 2018
422
261
custom upgrade is not that hard to enable on server
Was debating just cutting custom upgrades altogether, but I'll bring them back in the next version! Here is a preview:

20190922084614_1.jpg



--- Missing Vgui material vgui/../hud/leaderboard_class_enemy
--- Missing Vgui material vgui/../hud/leaderboard_class_enemy_boss_g

what

after wave end (victory/failed), players are not teleported to base

Perfect, this is exactly what I'm looking for. Thanks for telling me, these'll be fixed in the next version.
 

deluxghost

L1: Registered
Jul 31, 2018
30
10
you know what, i'm still using your custom medieval upgrades in my private server XD

idk if i should simplify my workaround of custom upgrades, but it is --

1, put upgrades txt files into both scripts/ and download/scripts/ in the server dir
2, put files in scripts/ into download table, so the clients will have files in the download folder
3, use a simple sm plugin to enable gamerule, but using the path with the "download/scripts" one

well at least it works, players should see the custom upgrades as long as they enabled download all files from server

thanks for your good maps, waiting for more new content
 

Yaki

aa
Sep 3, 2018
422
261
you know what, i'm still using your custom medieval upgrades in my private server XD

idk if i should simplify my workaround of custom upgrades, but it is --

1, put upgrades txt files into both scripts/ and download/scripts/ in the server dir
2, put files in scripts/ into download table, so the clients will have files in the download folder
3, use a simple sm plugin to enable gamerule, but using the path with the "download/scripts" one

well at least it works, players should see the custom upgrades as long as they enabled download all files from server

thanks for your good maps, waiting for more new content
Wait, so I would still need to make a SetCustomUpgradesFile input to gamerules, right? It needs the directory of the file, so would I have to inputs, one from the download/scripts/items and one from scripts/items?

Thanks for telling me these things again. Glad my medieval upgrades are being used! :)
 

deluxghost

L1: Registered
Jul 31, 2018
30
10
only the 'download/' one needs for the gamerules, the 'scripts/' one is for download

well let me try to get it clearly, assume there is a file foobar.txt

my first try:
1. put it in scripts/items/foobar.txt
2. add the path to server download table, this makes sure clients have download/scripts/items/foobar.txt
3. apply gamerules on scripts/items/foobar.txt
result: no luck

second try:
1. same as first try
2. same
3. apply gamerules on download/scripts/items/foobar.txt
result: still no, because no download/scripts/items/foobar.txt on server-side

final try:
1. same
2. same
3. also put foobar.txt to download/scripts/items on server-side
4. apply gamerules on download/scripts/items/foobar.txt
result: works, because both server and clients have the upgrade file in tf/download

as long as client allow download from server, he dont need to reconnect or restart to see the custom upgrades

other info:
1. force re-apply different upgrades gamerule to a map which already packed custom upgrades (such as mvm_aeon/mvm_minceraft) is buggy
2. upgrades file should have version in its name, looks like the client doesnt verify and redownload it when content changed

idk how sigsegv's server works, but iirc he has better way to do this

BTW: for Aeon, i often see empty upgrades and invisible bots there, but none of other maps have such bugs
 

Yaki

aa
Sep 3, 2018
422
261
Major Changes
  • Added two new missions: Ghost Gallery (intermediate) and Corpse Cacophony (advanced)
  • Player naming logic now supports up to 10 players and 26 bots.
  • Upon death, players will turn into GHOSTS and are able to float around. They can still be revived by opening closet doors.
  • New custom upgrades have been implemented onto the map.
  • Added logic to let a robot drop treasure upon destruction via pop file tag. (Tags are: drop_random, drop_random_chance)
  • Added logic to let a robot drop a key upon destruction via popfile tag. (Tag is: drop_key_basic)
  • Updated key and lock relation logic to support more than one key in the map.
  • Collecting money heals the player who collected it. (Works similar to when Scout collects money)
  • All players minus one (not including those dead) must step on the capture area to begin capturing the point. (Recalculates every time a player dies or is revived)


Stage 1 Changes
  • Intro tutorial should more clearly tell players about the revive closets by glowing, and now spawns a single chest with a dispenser in it for easy ammo replenishment.
  • Removed the arena area.
  • Added cemetery.
  • A 3rd revive closet can be found here.
  • Skeletons can be found here (enable via pop)
  • Ghosts can be found here (enable via pop)
  • New boss area.


Other minor changes

Other Fixes
  • Fixed bug where bots weren't being renamed to receive new tags.
  • Streamlined entity names like "stage1area1" to "s1a1", among others.
  • Most entities contained within a stage were put into a point_template, to reduce edicts.
  • Rewrote how events are handled in popfiles. "Setup" and "Event" relays are the primary way of making and executing things in a mission.
Known Bugs
  • Keys are sometimes not deleted upon touching a lock. If you see this message, please try to not use the duplicate key, otherwise bugs will happen.

To do:
Add new stages!
Add boss key logic

Read the rest of this update entry...
 

Yaki

aa
Sep 3, 2018
422
261
Major Fixes
  • Fixed bug where resupply closets wouldn't activate (thus preventing revives).
  • Brightened up s1a1 and s1a2 rooms considerably.
  • Fixed some places where players can see through the ground
  • Renamed logic for setup_onstarttouch for CP's to include area number. (ex. setup_onstarttouch_s1a3_cp2)
  • Reduced entity limit count
    • (Read as) version: entity count upon map bootup / entity count upon stage 1 bootup
      • a4 : 586 / 1153
      • a4a : 492 / 978
    • This was checked by typing "status" in console and picking the edicts number.
    • This was only me on the server at the time, too.
    • With this fix, I removed the following entities:
      • Heart piece logic (-50 or so entities)
      • Bombhead logic (didn't work as intended) (-20 or so entities)
      • Lots of env_lightglow

Read the rest of this update entry...
 

Yaki

aa
Sep 3, 2018
422
261
Major Changes
  • Fixed bug where boss wouldn't spawn
  • Fixed bug where cap points weren't locked
  • Fixed bug where players wouldn't teleport to final boss area
  • Renamed custom upgrades file to map name. (Changed .res file and in-game relay to reflect this change.)

Mission: Ghost Gallery (int) Changes
  • Removed "damage causes airblast" from Detonator Pyros.

Read the rest of this update entry...
 

deluxghost

L1: Registered
Jul 31, 2018
30
10
epic update

issues
1. sometimes, the picked key hud icon (screen bottom) is a missing texture
2. i sometimes dead instantly near some doors (first 2 big wooden doors), turn into a ghost
3. ghost can pick up money and still carry the floating dispenser?
4. cannot pick up key one time

please bring back the engie shopkeeper, he's cute
 
Last edited:

Yaki

aa
Sep 3, 2018
422
261
epic update

issues
1. sometimes, the picked key hud icon (screen bottom) is a missing texture
2. i sometimes dead instantly near some doors (first 2 big wooden doors), turn into a ghost
3. ghost can pick up money and still carry the floating dispenser?
4. cannot pick up key one time

please bring back the engie shopkeeper, he's cute
1. Fixed in a4c.
2.. It might've been the lag produced when the bots all spawn in that room. Were you able to replicate it?
3. Yes, the floating dispenser + picking up money happens before the automated check for the ghost attribute occurs, which is about every 4 seconds. It should fix itself.
4. Uh oh. I don't know what you mean.

Thanks again. A4c will be released next post.
 

deluxghost

L1: Registered
Jul 31, 2018
30
10
1. Fixed in a4c.
2.. It might've been the lag produced when the bots all spawn in that room. Were you able to replicate it?
3. Yes, the floating dispenser + picking up money happens before the automated check for the ghost attribute occurs, which is about every 4 seconds. It should fix itself.
4. Uh oh. I don't know what you mean.

Thanks again. A4c will be released next post.

2. I'm not sure, I was testing myself with god mode on, it's sudden death and I cannot find any useful log yet. I have no idea if it was caused by some plugins in my server, I doubt

strange thing: the game didn't end itself after I became a ghost. Haven't replicate it today

yesterday demo file: https://drive.google.com/file/d/1uFfKYXDCBQ67t3H7iPaiFVbCM4blb4y_/view?usp=sharing


4. a key cannot be picked up, thus cannot advance to the next area, this happened only once for me, should be in the skeleton party area
 
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Yaki

aa
Sep 3, 2018
422
261
2. I'm not sure, I was testing myself with god mode on, it's sudden death and I cannot find any useful log yet. I have no idea if it was caused by some plugins in my server, I doubt

strange thing: the game didn't end itself after I became a ghost. Haven't replicate it today

yesterday demo file: https://drive.google.com/file/d/1uFfKYXDCBQ67t3H7iPaiFVbCM4blb4y_/view?usp=sharing


4. a key cannot be picked up, thus cannot advance to the next area, this happened only once for me, should be in the skeleton party area

2. I watched the demo. That is very strange it happened several times. What addconds does PowerPlay use? They could be conflicting with the map itself.

4. I think I found the bug with key. There was a typo on the filter, and I think the wrong robot was trying to grab the key and thus, the boss bot didn't get the correct attributes to drop the key. Gotta do testing.

I'll add the Engineer at the shop again next upgrade. :)
 
Last edited:

deluxghost

L1: Registered
Jul 31, 2018
30
10
2. I watched the demo. That is very strange it happened several times. What addconds does PowerPlay use? They could be conflicting with the map itself.

4. I think I found the bug with key. There was a typo on the filter, and I think the wrong robot was trying to grab the key and thus, the boss bot didn't get the correct attributes to drop the key. Gotta do testing.

I'll add the Engineer at the shop again next upgrade. :)
I'm going to test that issue again later, but exclude irrelevant things. I don't believe it is caused by the map itself either.
 

Yaki

aa
Sep 3, 2018
422
261
Major Changes
  • Fixed 2nd revive closet doorway not being big enough to let people out, trapping them.
  • Made 2nd revive closet open the other direction off the main path.
  • Fixed 3rd revive closet door not glowing.
  • Fixed shop making robots invincible.
  • Fixed player naming logic input firing wrong FireUser.
  • Fixed robots reviving players by opening revive closet doors.
  • Fixed Engineer buildings being destroyed by entering locked doorways
  • Fixed bug where bot with "Tag drop_key_basic" didn't drop the key (thus broke the map)
  • Reduced health of breakable boss cubes from 200 / 300 / 400 -> 150 / 225 / 300
  • Fixed key in underbelly prison area in cemetery being obtainable by walking up against the wall.
  • Temporarily disabled custom upgrades for testing purposes.

Mission: Ghost Gallery (int) Changelog
  • Boss HP changed from 30k -> 12k
  • Added back Engie shop bot.

Mission: Corpse Cacophony (adv) Changelog
  • Boss HP changed from 18k -> 12k
  • Boss now heals 500 HP per hit on form 1.
  • Added back Engie shop bot.

Mission: Debug Changelog
  • When the mission starts, now will immediately teleport everybody to the boss room.


Known Bugs:
  • Still crashes (unknown reason, suspecting it has something to do with 6 players)
  • Sometimes players alive and not ghosts are teleported when opening a revive closet
  • Ghost players can get stuck in revive closet doors
  • Boss still T-poses before the fight.

Read the rest of this update entry...
 
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