MVM Dragon's Peak A5

Face off against a cultist horde assaulting a town built atop a cursed peak

  1. ⁽ᴵᴰᴳ⁾CaptainRussia94

    aa ⁽ᴵᴰᴳ⁾CaptainRussia94

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    Dragon's Peak - Face off against a cultist horde assaulting a town built atop a cursed peak

    Dragon's peak is an experimental map making use halloween map features, it is largely an experimental map atm.

    I will post more including screen shots when it's less barebones
     
  2. ⁽ᴵᴰᴳ⁾CaptainRussia94

    aa ⁽ᴵᴰᴳ⁾CaptainRussia94

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    //Changelog A2

    //--map changes

    //Underworld portals moved, they also move as the gates are captured
    //Back gate spawns are disabled for now, capturing this gate by the bots triggers the underworld
    //Fixed player spawns
    //added more path arrows, again, with arrows by Blade 64X, thanks again!
    //NO MORE TRUCE, IT JUST DOESN'T WORK!
    //Underworld bots no long spawn as ghosts in the underworld, but instead get krits for 5 seconds
    //Alotta other stuff I kinda forgot to document, oh and first version of the offical mission!

    Read the rest of this update entry...
     
  3. ⁽ᴵᴰᴳ⁾CaptainRussia94

    aa ⁽ᴵᴰᴳ⁾CaptainRussia94

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    //Changelog A3

    //Moved Underworld teleports for BLU to gate B, furhermore, there's a 15 second pause in robot spawns when this happens
    //there isn't a small cove into the slopes anymore behind gate B
    //added Tank Support
    //Added Engie Support, supports up to 3 active engies, and 2 will move nests when gate A is capped

    //Mission Changes

    //swapped wave 2 & 3
    //wave 5-swapped the pyro and nukes alot boss around

    Read the rest of this update entry...
     
  4. ⁽ᴵᴰᴳ⁾CaptainRussia94

    aa ⁽ᴵᴰᴳ⁾CaptainRussia94

    Messages:
    84
    Positive Ratings:
    43
  5. ⁽ᴵᴰᴳ⁾CaptainRussia94

    aa ⁽ᴵᴰᴳ⁾CaptainRussia94

    Messages:
    84
    Positive Ratings:
    43
    //Changelog A5

    //Fixed being locked to melee from a Knockout powerup as well as a few minor bugs, closed the pit during the underworld
    //Added the ability to start waves in the underworld
    //Added a "witching hour" feature to the underworld, that causes players to respawn from ghost form every 90 seconds
    //Added more strengths to the reward room
    //Only Robots are "stunned" by the gatebot effect now
    //Bombs that fall into the pit are now reset, furthermore the pit now has a door that closes when the underworld starts, you can also manually close it by sending Trigger to relay_closepit
    //Doubled the time needed to cap gates (20 seconds VS 10)
    //Added foward upgrade station, added alternative pathway for gatebots; an underpass leading to the street. Removed player spawns from the middle building; all players spawn in the far building, added another exit to said building.
    //Starting working in displacements
    //increased the ammount of yellow skeletons that spawn from underworld bots while in the underworld to 3 (from 1, with 3 seconds inbetween)
    //Fixed the Merasmus bot dying when Merasmus went into hiding; causing the rest of the wave to spawn prematurally

    //Mission Changes:

    //Fixed Fools having tags and AI modifers they should not have while in non-gatebot mode

    //Wave 4-replaced babyface scouts with gatebot bonks, gatebot jesters only spawn at the south spawn
    //Wave 5-reworked this wave, now has alot of mini demomen

    Read the rest of this update entry...