Giza

MVM Giza b6

Illius

L2: Junior Member
Mar 27, 2016
65
12
Seems interesting but that means you have 3 players per point I would think (I don't have a way to test it on my own unfortunately :c), but if it works it'd be quite interesting.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
The map is designed to force players to split up. So yes, a point never will be fully guarded at that state. But its not strictly a 3 and 3 situation. Many times a point is covered by 1 or 2 players who overlook the actions there and alert other players.

On anything below advanced there has been some ensurance that there wont be too much pressure on both points so essentialy all 5 players can just switch constantly between points. And on normal difficulty the bomb isnt active during the phase where both A and B are active.
On advanced you get the first moment where some planning on positioning could be required, but a team that learnt the map no longer would have to communicate, and experienced players who already handled expert easily also wont have to. Advanced is easy enough to give players a chance.
Only on expert both points can get some serious hazards and prioritizing the defence can be a must.

But even on expert, you will eventualy return to a state you already had in mannhattan (1 point to defend, 1 or 2 bombers, or 3 bombers at once and no points remaining).
 

Illius

L2: Junior Member
Mar 27, 2016
65
12
Fair enough, like I said seems interesting. I wouldn't mind seeing how it goes in action, but in the case of Mannhattan even though there were 2 routes they were side by side and could be easily accessed with no real issue (jump one platform or 5 seconds to walk around).
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
The missions are balanced so you wouldnt face those problems too often. Its probably only on expert that you might find it very hazardous. Also, the capture times are longer compared to mannhattan. But a common tactic in tests that i noticed was that people will just focus on 1 point and if needed just let the other one get captured. Which is something i accepted as being fine. This is somewhat a feature for replayability where a team can keep improving itself to a state they no longer would lose it.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
Expected release date "Soon" (read that as if it is valve time)
20160406200152_1.jpg 20160406200213_1.jpg 20160406200224_1.jpg 20160406200245_1.jpg 20160406200301_1.jpg 20160406200312_1.jpg 20160406200335_1.jpg 20160406200354_1.jpg 20160406200414_1.jpg 20160406200433_1.jpg 20160406200458_1.jpg 20160406200534_1.jpg 20160406200550_1.jpg 20160406200604_1.jpg 20160406200636_1.jpg 20160406200710_1.jpg
 

Illius

L2: Junior Member
Mar 27, 2016
65
12
Well if it goes well, I tip my hat to ya. It looks amazing, by the way.
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
Since B5 had some clipping issues (and even a bug where projectiles went through displacements) i made B5a.

  • The theme is now made less bright. And alot of EArkham's props have been added.
  • A and B have been swapped in its position (visualy). They still behave the same but To get the capture order of bots more logical they now would more often go A -> B -> C. Ofcourse, since its gravelpit style this doesnt mean it allways goes that way.
  • Changes to control points:
    • A (now named B) recieved some extra detailing, but other than that is still the same
    • B (now named A) had a visual overhaul, less pillars, and easier to navigate paths.
    • C has a major artpass change (major thanks to EArkham's Sphinx). Also, the roof of the capture point has been removed.
    • The hatch area had some changes due to a problem with displacements in instances. But for the rest is still the same.
  • The bomber now has a visual path and instead of taking the shortest path now goes through both capture zones
  • Some healthpacks and ammo packs have been changed to better suit defensive options
  • Bugfixes:
    • Bots now dont constantly walk of control points (it still can happen, but the times it happens is reduced).
    • Bonk scouts now do get stunned
    • Doors near the spawn now open slightly faster to prevent scouts hitting the door
    • Unlogical alarms should no longer happen
  • Missions have been updated!
    • Shield medics have been added
    • Vaccinator medics have been added(they use the stock medigun because of a render bug with vaccinators)
    • Some other non medic bot types have been added (for example a rapid fire battalions soldier)
    • More class icons!
    • Some fixes on which a wave could deadlock

Read the rest of this update entry...
 
Last edited:

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
817
  • Added detail
  • Improved detail at certain parts
  • Popfiles updated
  • Some minor changes for comfort in playing (not needing a crouch jump for certain jumps)
  • Workshop release
Looking at this it looks like a small update. But since its mostly visual i could just sum it up in 2 dots.

Read the rest of this update entry...