Brugge

MVM Brugge RC4B

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Jun 15, 2013
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Brugge - An MvM map set in Belgium.

Brugge is a map started by @Dayal , I picked it up

It's detailed

screenshot_belfry.jpg
screenshot_front.jpg
screenshot_bridge.jpg
screenshot_road.jpg


mission_flemish_feud_alt.png
mission_sparkbag_subroutine_alt.png
mission_funeral_toll_alt.png
mission_colonial_chocolate_alt.png


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
 
Last edited:

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Jun 15, 2013
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One Weird Tip

Map

  • Widened frontline area, converted OOB stairway into a small cover point
  • Removed small ammo at vans
  • Pushed out vans a bit
  • Added a crate to tank spawn
  • Made all visualizers visible
  • Added side-area to road for players to use to dip into for cover
  • Added a second arch to block a long sightline and to allow for another hold
  • Side area added to arch as well
  • Hatch lowered slightly into the ground
  • River water increased in height, players can now crouch in it to extinguish
  • Ramp added cause this breaks crouch jumping, there's probably a good middle ground somewhere that I can toy with
  • Added Engineer-bot deploys
No changes to mission.

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Last edited:
Oct 6, 2008
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Haven't tired your map yet but based on the screen shot above, I feel a little let down by wave # 7, especially after seeing all that stuff in wave 6.
 

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The Only House That's Not On Fire (Yet)

MAP

  • Fixed visualizers
  • Added lights
  • Lowered water slightly, allows for crouch jumps to work and you can still extinguish yourself in it
  • Also lowered ramp-up platform to allow crouch jumping
  • Signature
  • No bad pipes
NAV

  • Bots no longer try to jump onto the bridge's railings
  • Hopefully fixed some other knicks
MISSION

  • Wave 1: Reduced SMG Sniper/Buff Soldier count from 20 to 10
  • Wave 1: Dropped Pyro skill from Normal to Easy
  • Wave 2: Reduced Burst Shotgun Heavy count from 30 to 15
  • Wave 3: Removed crits from Demomen
  • Wave 5: Reduced waitbefore on Giant Demomen from 20 seconds to 10 seconds
  • Wave 6: Fixed Giant Jarate Sniper's rate of fire
  • Wave 6: Made Giant Jarate Sniper move faster
  • Wave 6: Applied Final Tank skin to last Tanks
  • Wave 7: Fixed Hip Pain's rate of fire
  • Wave 7: Increased Hip Pain's health from 20,000 to 40,000

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Last edited:

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Woah!

MAP

- Fully artpassed map
- Adjusted environment lighting
- Side-building on road reworked
- Adjusted some engineer-bot nests and added teleporters to some
- Adjusted some ammo/health pack placements
- Adjusted clipping on fences
- Closed gap inbetween hatch ramping to make maneuvering easier

NAV

- Bots run much smoother, should no longer jump into the tank dip

MISSION

- Fixed respawn times
- Added Shotgun Heavies to Wave 1's beginning
- Burst Shotgun Heavies damage nerf removed
- Added Sentry Engineers to Wave 3
- Increased FAN scouts on Wave 4 to 58
- All supports that would've dropped money (except for Wave 5) now do not, money implemented into main-wave bots
- Support SMG Snipers on Wave 5 spawn slower inbetween each other
- Increased Iron Gauntlet/Medic combo amount on Wave 6
- Increased Direct Hit Soldier amount on Wave 6

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20190506141948_1.jpg


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Jun 15, 2013
649
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Startacker!

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Jun 15, 2013
649
1,198
MAP

- Fixed some detailing
- Added a spawnbot_chief spawn
- Modified clipping at sniper vans

MISSION

- Buffed Markt Mayhm, still probably too easy, need to put it through the wringer a few more times

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Jun 15, 2013
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- Fixed the bridge tank path not working
- Moved back the end of the road to make exiting spawn easier
- Removed a fence at the bridge, as a test to open the area up
- Fixed robots shooting in their spawn
- Untypo'd a typo in the relay document
- Minor detail tweaks
- Changed Flemish Feud Wave 3 to include more soldiers
- Removed Markt Mayhm from the download while it goes through changes

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Jun 15, 2013
649
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Hey, wow, RC1.

MAP

- Did some light detailing on some things
- Broke a wall at the front's alcove and added a small ammo pack
- Added some crates and barrels
- Added various entities to assist mission makers, which can be found in the relay document
- Reorganized some engineer nests

NAV

- Bots should no longer bunch up on the crate at the front, making it not a meat grinder

MISSION

- I dunno, buffed Funeral Toll and nerfed Flemish Feud

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20190619010741_1.jpg

20190619010754_1.jpg

20190619010813_1.jpg


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Jun 15, 2013
649
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Startacker!

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Jun 15, 2013
649
1,198
MAP

- Fixed an LDR-specific bug with a wall at the 2nd arch
- Increased the delay on the bell from 5 seconds to 20 seconds
- Added entity support for flanking robots, tag them with bot_flank in a popfile, and they'll use the other path
- Engineers now only spawn in on the side that the bomb is going
- Did another nodraw pass on OOB areas
- Minor optimization updates

MISSION

- Removed two Dragon Pyros from the end of Wave 5 on Funeral Toll

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Jun 15, 2013
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Some minor bug fixes, such as optimization, texture alignments, nodrawing, and nobuilding.

Added Sparkbag Subroutine, an Intermediate mission created by Bot Rot

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