72hr Dreadbolt in the Deep V1.15

Ready to face the Apocalypse Army?

  1. BlazingDiancie

    BlazingDiancie L1: Registered

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    Dreadbolt in the Deep - Ready to face the Apocalypse Army?

    Ok, so I took my time uploading this, but here it is! The first survival mission for Woozlez's amazing MvM community map, Underground! I warn you though, I didn't write this missions for fun. This is WAY harder than Wave 666, just for a comparison. It features four very powerful bosses as well as a mini-boss which is a shoutout to UEAKCrash, because it's him! And an army of train heavies!
     
  2. radarhead

    aa radarhead Hands out ratings like cheap cigars

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    Is the Crash boss a giant sniper boss? Because that would be rad.
     
  3. Crash

    aa Crash func_nerd

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    Haha awesome, any screenshots of my boss? (that was a weird sentence to type out)
     
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  4. BlazingDiancie

    BlazingDiancie L1: Registered

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    Oh jesus, I haven't been keeping up to date. Crash, I promise I will get a screenshot of your boss. Unfortunately, the unusual effect didn't work. Some hats are buggy with unusuals on robots.
     
  5. BlazingDiancie

    BlazingDiancie L1: Registered

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    And Clam, yes he is but he's actually standard size but I made the game treat him as a giant. This doesn't matter with snipers because they don't have giant animations.
     
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  6. BlazingDiancie

    BlazingDiancie L1: Registered

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    Oh and Crash, I borrowed some sound files from Trainsawlaser. They play when you and your train heavies spawn. I hope you don't mind, I forgot to credit you in the description.
     
  7. BlazingDiancie

    BlazingDiancie L1: Registered

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    Fixed a few things:
    • Gave the Mega Deflector Heavies near the end Australium Miniguns
    • Updated the templates used in the mission to use the most recently released version of MvM Underground
    • Changed the valve-made Heavy Mittens to Heavy Mittens in robot_underground.pop

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

    Nuke L4: Comfortable Member

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    >you can attach effect as CharacterAttribute. It's a little messy, so try it out, maybe it will fit. (as post-jam update)
     
  9. FortyTwo

    FortyTwo L2: Junior Member

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    Add the "attach particle effect" with a ID on a hat using ItemAttributes to make it work.
    Use this link to find the right ID number - http://optf2.com/440/particles

    An example on how to do it in code:
    Code:
    ItemAttributes
    {
        ItemName    "stahlhelm"
        "attach particle effect"    4
    }
     
  10. Nuke

    Nuke L4: Comfortable Member

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    Constantly updated item scheme from TF2 if anything gets added http://git.optf2.com/schema-tracking/plain/Team Fortress 2 Schema?h=teamfortress2
    Just unsure if one given by you actually updates as commonly.
    Also, i tried attaching it with ItemAttributes didnt worked for me, character ones (w/o an itemname string obviosly) worked perfectly, even tho effect was attached quite badly, maybe if you could set offest for it somehow...
     
  11. BlazingDiancie

    BlazingDiancie L1: Registered

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    You can also use paint on hats with "set item tint RGB" :)