Boogge

MVM Boogge RC3D

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Jun 15, 2013
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Boogge - Halloween Brugge!

Boogge is the Halloween version of Brugge, featuring a slew of spooky knick-knacks for your enjoyment.

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Features a new Wave 666 mission: Dissolving Drones
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Uses the following custom content:

Vineyard Ivy by Dr. Spud
Delivery Van by evil knevil and Nassim
Frontline! windows by Colteh
Frontline! tiles by Fuzzymellow
Watergate windows by BANG
City Grates by Fuzzymellow
Construction Pack wood textures by Ravidge
Urban Doors by Necrσ
Autumn Brick Textures by Berry
Birch Trees by NeoDement
Other Frontline Assets by Zoey, Square, and Donhonk
Wormholes by Exactol
Alternative Pickups by Yrrzy
 
Last edited:

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Jun 15, 2013
649
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- Fixed the potential case of the Void Tank warning particles persisting
- Map now supports multiple wave missions
- Added more lamps around the map
- ambient_generic fixes
- Added a guidelines/relay txt to the download for mission makers
- Added a special version of the Startrackers poster

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Jun 15, 2013
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- Added an additional portal to the underworld at the hatch, to allow players easy access to the Void
- Fixed a floating lamp
- Nerfed the beginning part of Dissolving Drones

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Jun 15, 2013
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- Added another portal to the void, located at the road side building
- Added more dart pickups to the void for easier escape
- Dissolving Drones now uses more Void Tanks to encourage void explorin'

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Jun 15, 2013
649
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Polished the underworld some more and probably did some other things I dunno
Added more dart pickups, or did I do that in B4? I forget
Fixed the mission spawning 9 tanks at once lol
Added sentry busters

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Jun 15, 2013
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  • Added custom particles to the pit-portal for inbetween waves, so players get drawn towards it
  • Also opened the door on it a tiny bit to let some green light through and so players can see what's under it before a wave starts
  • Players no longer take fall damage entering the pit-portal, preventing fall deaths
  • Miscellaneous detail updates
  • Mission no longer relies on a template file that I never included in the first place. Testing just so happened to have the template file already lol
  • Giants added to some parts of Dissolving Drones that were otherwise lacking in punch
  • Reduced maxactive of Crit Pyros during Giant Heavy rush
  • End of mission adjusted to be more focused
  • Bosses should now have their own bomb when they appear
  • Boss health reduced from 40K to 30K
  • Crit Scouts given full reload
  • Removed now-unused sniper spawnpoints on the overworld
  • Clipped some stairs (thanks @Berry)

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Jun 15, 2013
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  • Adjusted some outputs being sent from the popfile so the boss bombs don't linger on the field after the bomb is disabled.
  • Added some more Giant Demomen to the SMG/Soldier rush

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Jun 15, 2013
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Startacker!

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Jun 15, 2013
649
1,198
- Underworld displacements smoothed out some more
- Fixed buildings being able to be placed on the portal doors
- Dart and Minicrit pickups effective time increased from 10 seconds to 45 seconds
- Robots that were once Void Warriors will no longer have the gravity effect in later lives
- Boo!

- Heavy Rush in Dissolving Drones tempered slightly, 8 total heavies, 6 second waitbetween (down from 10, up from 3, respectively)
- Void Bomber no longer takes self damage

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Jun 15, 2013
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- Added support for Ghost Tanks entering the void, check the mission maker guide for more information.
- Adjusted void robot spawns to be more consistent and less broken.
- Fixed some pieces of detailing being cutoff.
- Ported over a fix to a nobuild from Brugge.

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Jun 15, 2013
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- Void Ghost Tanks now function properly
- Players can now reliably exit the void
- Money is now auto collected if there is any persisting in the void on wave end
- Buildings are cleared from the main play space when a void wave transitions to the void
- Buildings are cleared from the void when a void wave ends
- Void Robots now spawned through spawnbot_void#, with # relating to spawns in the void (check txt)
- Proper clipping applied to the ramp out of the river
- Experimental Engineer hints added to the void, could break
- Void Robots now spawn at new, random locations

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Jun 15, 2013
649
1,198