Brugge - An MvM map set in Belgium. Brugge is a map started by @Dayal , I picked it up It's detailed 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
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. Read the rest of this update entry...
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.
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 Read the rest of this update entry...
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 Read the rest of this update entry...
- Minor fixes to some visuals - Adjusted some aspects of Funeral Toll Read the rest of this update entry...
Ooops I left on the nav guide. Also touched up some more things. Read the rest of this update entry...
Hi - Added a wooden board to the front barrels - Closed off one of the 2nd arch's doors and removed an ammo pack - Mission rewrites Read the rest of this update entry...
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 Read the rest of this update entry...
- 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 Read the rest of this update entry...
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 Read the rest of this update entry...
- Removed a Giant Soldier from the end of Wave 4 on Flemish Feud - Supplied zip with the critical template file that I forgot about Read the rest of this update entry...
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 Read the rest of this update entry...
Download now includes assets accepted for Madness VS Machines. Relay txt fixed. Read the rest of this update entry...
Some minor bug fixes, such as optimization, texture alignments, nodrawing, and nobuilding. Added Sparkbag Subroutine, an Intermediate mission created by Bot Rot Read the rest of this update entry...
- Custom icons are now packed directly into the map - Added a credits.txt file Read the rest of this update entry...