Crown

MVM Crown RC1

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Jun 15, 2013
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Crown - A forest MvM map with lots of verticality

Crown

Started by @Dayal

crown_beta1.png
crown_beta2.png
crown_beta3.png
crown_beta4.png
crown_beta5.png
crown_beta6.png
 
Last edited:

Startacker!

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Jun 15, 2013
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Some observations from the first playtest:

  • The front reminds me somewhat of Coaltown in its general gameplay, but plays at a much more condensed area. The time to travel for bots in the mid lane is quite long and they're considerably exposed. They also get flanked on both sides.
    • This also has the side effect of creating a somewhat intense sightline down the mid lane, but this can be subverted by using flanking routes to force snipers to reposition. Needs to be kept in check though! Maybe making flank routes avoid common sniper spots would help this.
  • The very front is pretty brawly, and its easy for a lot of the wave to get culled before they can push forward much. I'm not exactly sure on how I want to tackle this. Lowering the area in front of the front may work, but it could also harm the vertical gameplay this map has
  • The verticality in this map is fun! People liked using the multiple layers for combat and was pretty easy to grasp.
  • Left lane may need additional ammo, there's some on the lower level and when retreating to A, but none on the lane itself. May make Engineer setups or other defenders have to work harder to exist here.
  • A Pit may need pickups, combo of low ground and no pickups makes this quite dangerous to be in.
 

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Jun 15, 2013
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  • Fixed giants getting stuck in the main spawn.
  • Opened tank spawn for robots, use spawnbot_tank_0 for this spawn.
  • Brightened middle pathway to improve player eyesight vs robots.
  • Added an awning below the front door that players can use to drop down safely without fall damage.
  • Smoothed clipping in a variety of places.
  • Operation Deforestation, a Sequoia mission from a year ago, has been added as a permanent addition to the map. It's also been slightly modified to account for changes from Sequoia to Crown.

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Jun 15, 2013
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  • Various minor geometry additions to A point
  • Marked capture zone of A
  • Removed a variety of unused tank entities to free up edict perf
  • Outlined wave start relays in mission maker txt, including waves with non-timed bombs
  • Operation Deforestation now uses non-timed bombs

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Jun 15, 2013
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  • It's detailed now
  • There's a bunch of small things that I've missed that I will get to, some dev textures and geo/props showing rendering errors. I will get to these, don't bug me with them.


crown_beta1.png
crown_beta2.png
crown_beta3.png
crown_beta4.png
crown_beta5.png
crown_beta6.png


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Jun 15, 2013
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  • Fixed props rendering or not rendering when they weren't or were. You know.
  • Patched one dev texture.
  • There's still some more to do, but I'm mostly confident with this one.

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Jun 15, 2013
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- Somewhat final Warehouse artpass done.
- Decorated a building
- Fleshed out background environment with some more sequoia trees.
- Playerclipped various stairs to prevent money getting stuck underneath them.
- Fixed fence moving the wrong way and not enough for Gate A.
- Added various cover to Warehouse.
- Some other smaller things no one will notice but that I sure did.

crown_rc1_1.png

crown_rc1_2.png

crown_rc1_3.png


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