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MVM Casino City B7c

Try your luck on some games! Happy Gambling!

  1. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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    Casino City - Try your luck on some games!

    That's right! Play real games! Featuring a Slot Machine, Color Roulette, and Plinko/Pachinko!

    Made for the Potato's MvM Canteen Crasher Event (link to submission thread below)

    OUTDATED POST! SEE OVERVIEW PAGE FOR ACCURATE INFO

    *All buttons are melee only to prevent accidental pressing.*

    -CHIPS-

    "Chips" (or previously known as Tickets), are the secondary currency used in the map. They are independent from MvM money packs currency, and unlike MvM money, chips are shared globally among all players. A deduction by one player deducts from everyone, so coordinate with your team on spending.

    To earn chips, collect dropped Chips Cases from "chips carriers" (A bot carrying a Tickets Case [custom content pending]). The Chips Case Bot will spawn at times defined in the popfile. Even though the Chip Case Bot is treated like a Bomb Bot, it is prevented from capping the hatch. Instead, the bot will deduct 3 Chips from your pot if it reaches the hatch.

    Warning: If the bomb hatch is destroyed, all chips and prizes will be lost.

    -SHOP-

    Spend Chips at the Shop in the main spawn. Prices are in white numbers. The Chips booth in the center will display your current chips balance.

    -GAMES-

    Games are located around the middle section of the map where the subway is. The entrances are black voids that teleport you to the game area.

    To play the game, first purchase a credit by buying one from the purchase button to the left side (price is the white number).

    After purchasing a game credit, the play button(s) to the right will unlock. For roulette, the buttons will lock while the wheel stops spinning, but your credit is still saved and the buttons will unlock again.

    -Prizes-

    Speed: grants a boost effect and is penalized with marked for death.​

    Power: grants mini crits and is penalized with marked for death.​

    Nuke: When pressed, the button will destroy everything. Including all bots, all humans, all tanks, and all engineer buildings.​

    EMP: When pressed, the button will disable all bots for ~25 seconds (TO DO: confirm this number). The bots get the "gate bot disabled" effect as seen in Mannhattan.

    Candy: Grants a random piece of candy usable to the player to heal like a small healthkit.

    Shield: Grants a hatch shield that will kill a single Bomb Bot that enters its area.

    Heli: A drivable, weaponized helicopter! If the pilot ejects, the heli comes crashing down in a huge explosion. Controls at the bottom.
    -Controls for Heli-

    W & S - Forward and Reverse Thrust
    A & D - Yaw Control
    Primary Fire - Shoot Rocket (green reticle)
    Secondary Fire - Air Brakes (useful if spinning out of control)
    Jump - Exit and drop heli

    Note: Work in Progress. The previous theme was Arcade (aka mvm_arcade_city a1-a6).

    Note: If you want infinite chips, use the command:
    Code:
    ent_fire tickets_text_counter_buffer add [number you want]
    Internally, there's no maximum number, but the text can only display 0 - 999 before it wraps around.
     
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    Last edited: Jul 26, 2018
  2. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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    Mission:

    Brand new advanced popfile: "Gallium Gambler"

    Map:

    Rethemed Arcade City to Casino City to reflect changes to games.

    Thematic Changes:
    -Shop is now a Black Market.
    -Tickets are now Chips. (tix bot is still carrying tix until custom content)
    -Roulette colors changed.

    Casino Changes:
    -High stakes mode. You lose everything on wave loss.
    -Added slot machines.
    -New Prize: Chips Generator, it gives you

    -Fixed roulette incorrect prize values.
    -Changed roulette prize values.
    -Nerfed plinko again.
    -Moved plinko entrance.
    -Fixed Speed and Power mislabeled.

    Gameplay Changes:
    -Chips Bots that reach the hatch steal 1 Chip
    -Added another stairs route in subway.
    -Addded some more cover.
    -Adjusted some pickup placement.
    -Added another digit to chips text display (max 999)
     
  3. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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    Mission Changes:
    • Brand New Intermediate mission: Poker Pummel
    • Fixed missing icons

    Gameplay Changes:
    • Major overhauls to layout.
    • Reworked bomb hatch area to be easier to defend.
    • Reworked Bot spawn to be more interesting.
    • Reworked mid to be more interesting.
    • Underground area has more side areas.



    Read the rest of this update entry...
     
  4. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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    Just putting some final changes to the casino system and map layout. This is the final alpha version. Next stop: detailing.

    -Changelog-

    Mission Changes:

    Advanced Mission:​
    • Fixed VAC Medics
    • Added crits to roulette rumblers
    • Damage penalty for wave 1 scouts
    • Removed fire rate bonus on scorch pyros
    • Changed giant tomislav heavy to iron curtain
    • Buffed giant iron curtain heavy
    • Removed money from support in boss wave
    • Adjusted money counts
    • Adjusted medic attributes

    Map Changes:
    • Removed dividing wall in underground area.
    • Added nobuild to Casino Games.
    • Game buttons slighty bigger.
    • Added block bullets to pickup truck.

    Casino Changes:
    • Adjusted nuke price.
    • Fixed incorrect cost for prizes.
    • Nuke no longer kills red players.
    • Nuke damage cap at 30k.
    • EMP, Nuke, and H Bomb are one time purchases.
    • Added sirens for EMP, Nuke, and H Bomb.
    • Shield acts like Medic's shield with dps.
    • Shield damage cap at 3k before breaking.
    • Shield can damage any bot and tank.
    • EMP Duration is 20 seconds.
    • Added Hydrogen bomb.

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  5. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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    Update Beta Bets

    Now in beta which means the map is fully detailed and ready to accept your hard earned cash in gambling.

    Changelog:

    Missions General:
    • Added gatebot hats to chips bots.
    • Starting Bots spawn slightly sooner.
    • New Chips Icon.

    Intermediate Mission:
    • Added 3 more waves.
    • Wave 1 removed uber medics.
    • Other waves, nerfed uber meds.

    Advanced Mission:
    • Renamed to Cashgrab Chaos.
    • Buffed overdose medic.
    • Adjusted timings.

    Casino Changes:
    • Fixed prizes not resetting if purchased before wave start.
    • Nerfed Nuke to 20k damage from 30k.
    • Buffed Slots payouts.
    • Chips linger for 30 seconds to match money.
    • Removed Candy for greifing exploit.

    Map:
    • Artpassed
    Screenshots available on overview page

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  6. Dr. Johnson

    Dr. Johnson L1: Registered

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    You should put some more neon lights. It's a casino based map and neons are a staple. But then again it's beta. Looks great for a beta and love the mini games. Great job. Also it'd be great if you made one of the buildings a restaurant
     
  7. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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    Mostly Fixes to stuff and things.

    Changelog:

    Casino Changes:
    • Added Chips bot customization. Instructions in provided documentation popfile.
    • Speed & Power only last one wave.
    • Adjusted Shop Prices.
    • Nerfed EMP duration to 10 seconds.
    • Pachinko puck should be more bouncy.
    • One time use items are only enabled during a wave so they can't be wasted.
    • Nerfed slots payout to old values.
    • Buffed heli rockets.

    Map:
    • Important signs removed mipmaps, so low-end players can still read them.
    • Fixed helicopter client crash.
    • Changed games blackbackground to nofog.

    • Fixed prop alignment on sentry tank.
    • Adjust tank path at start to not crush players
    • Clipped some props.
    • Aligned some brick textures
    • Fixed chips atm buttons sometimes not spawning

    Mission Changes - advanced
    • Buffed waves 1 and 2.
    • Waves 1 and 2 duration increased
    • Changed medic/super scout combo to quickfix
    • removed boss wave money


    Mission Changes - intermediate
    • nerfed money
    • changed gold icon to chips
    • buffed tanks
    • removed boss wave money
    • nerfed wave 1
    • increased duration of waves
    • lowered max active bots on wave 1

    Read the rest of this update entry...
     
  8. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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    Wow bunch of changes and fixes and general improvements.

    This time don't forget to click "...Read More" interrobang...


    --Changelogo--

    Map:
    • Added more relays for adding chips throughpopfiles.
    • Fixed some nav issues.
    • Fixed forward upgrade not enabling.
    • Fixed robots picking up chips twice.
    • Fixed chips timer sometimes missing.
    • Fixed a rare case when the bombbot gets teleported away at the hatch.
    • Improved clipping in places.
    • Fixed bots getting stuck in games door.
    • Increased sentry tank sentry health.
    • Reduced scale of sentries on sentry tank.
    • Fixed tank door closing too early.
    • Added chips boss with countdown (25 chips).
    Casino:
    • Changed shop prices of one wave prizes.
    • Slots look more round.
    • General improvements to chips case system.
    • Fixed heli reticle alignment.
    • Buffed heli rocket radius.
    • Added indicator to speed and power zone.

    Popfiles:

    Documentation
    • Udated to remove things that do not function.
    • Updated with new relays.

    Intermediate
    • No longer hot garbage (it's cold garbage now)
    • Nerfed pistol, smg, and tomislav damage.
    • Reduced botspawns during sentry tank.
    • Boss no longer reflects.
    • Boss health reduced.

    Advanced
    • Slightly nerfed wave 1.
    • Slightly buffed wave 2.
    • Iron curtain boss is now a chips boss.
    • Fixed max actives.
    • Changed timings.
    • Removed wave 5 boston basher support.
    • Changed wave 5 reflector pyros to support.
    • Buffed wave 5 sentry tank.

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  9. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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    No changes to map. Popfile changes only.

    Note: update is b3a, but map name remains b3 since it went unchanged.


    Advanced
    • Nerfed wave 2 pistol scouts
    • Increased maxactive wave 3 giant heavies.

    Intermediate

    • heavily nerfed money
    • buffed all waves
    • buffed tanks
    • removed razorback
    • buffed giants
    • other stuff

    Read the rest of this update entry...
     
  10. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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    More fixes

    Intermediate:
    • wave 1 giants spawn sooner
    • wave 2 changed demoknights
    • wave 4 nerf giant tomislav health
    • wave 4 remove crits from soldiers
    • wave 4 remove uber from giant meds
    • wave 4 remove last 2 eviction notice giants
    • Fixed eviction notice heavies again (lies)

    Map:
    • Fixed shop prices being wrong.
    • Added simple instructions.
    • Added arrows indicating games entrances.
    • Maybe Fixed chip flag causing player outline.

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  11. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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    Changelog

    Map:
    Fixed cliff bomb exploit.
    Fixed playing roulette without chips.
    Moved "How to Play" sign to spawn area.
    Added instructions for all games.

    Mission:
    Advanced increased starting money to $600.
    Advanced decreased wave 1 money to $1200.

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  12. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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    Probably should have been b5a, but I already had named the vmf b6 a long time ago.

    Changlog: literally just 2 things

    • Fixed deathpit.
    • Fixed bomb getting stuck in some places.

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  13. MaccyF

    aa MaccyF Notoriously Unreliable

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  14. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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    4 days shy until a year in the making, hopefully it will have been worth the wait. Beta 7 revamps all the minigames' visuals so they don't look like their alpha versions anymore. There are also a few enhancements to the main map to keep the important areas a bit more interesting than concrete walls everywhere.
    • Added Blackjack!
    • New and Improved custom visuals for all games!
    • Overall artpass enhancements to map!
    • Replaced H Bomb with a Special Prize
    • Fixed Kamikaze taunt exploit.
    • Chips bots that reach the hatch no longer collect money.
    • Fixed case with chips boss and normal bomb being funky.
    • Changes to some stairs for better movement.
    • Expanded red spawn nobuild zone.
    • When a bot gets close to the hatch, the bot path does not reset anymore.
    • Fixed tanks falling into the pit.
    • Fixed door_upgrade and upgrade_front relays.
    • Fixed games_close_relay and games_open_relay.



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  15. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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    How the crap did you do these minigames?
     
  16. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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    I intend on writing a full explanation of the logic eventually.

    Simply,

    Roulette: Physbox with a physics prop ball. Triggers to detect the ball trigger relays that are enabled based on player selection, and timers to keep the cycle going.

    Pachinko: most simple minigame because theres no timers or counting. just physics going down hitting triggers. the launcher is a entity maker and template.

    Slots: (oh boy) The reels are a combination of momentary rot button with very specific max degrees and a func brush. Use math counters to measure and store the relative rotation of the reel. this system is for one reel, so just copy for as many reels as you want. the values are predetermined by logic cases and they tell the counters how many degrees to move the reels. the cases also add to separate counters that determine the jackpots

    Blackjack: (aaaaaaaaaaaaaaaaaaaaa) More counters except this time to handle both the player's and dealer's card values. theres a check for overflowing 21 and then checking if any of the cards are an ace, if so just subtract 10. the virtual deck is 4 counters, one for each suit. the cards are chosen by 5 logic cases set to pickrandomshuffle, one for each suit and one to pick a suit. the cards themselves are 4 different props together in a template that self destruct by default unless the card was chosen. 4 separate props because limits on max skins per prop and it's easier to remember which skin if the skin number matches the card value.
     
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  17. MegapiemanPHD

    aa MegapiemanPHD Doctorate in Deliciousness

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  18. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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    So apparently I had forgotten to delete a temporary spawnpoint for red team, and people where spawning outside their spawnroom.
    Also fixed a funky displacement people could get stuck on.

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  19. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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    Oops I put the model texture in the wrong folder.

    • fixed missing texture on pachinko
    • fixed some visible nodraws
    • fixed some misaligned glass textures
    • fixed clip gap in spawn

    Read the rest of this update entry...