Guardian Caster

Guardian Caster v1 missionfix1

Jack5

L4: Comfortable Member
Apr 6, 2018
189
37
Guardian Caster - A Soldier and Engineer-only MvM map where rocket jumping is essential.

Description
Caster (may change) is a two-player Mann vs. Machine map currently being developed for the Guardian Dynamica contest. Gray Mann has taken over a foundry (may change) and is using it to produce an army of robots, though thankfully all of his bombs are damaged by the toxic molten metal before they can be armed. Unfortunately for RED, the air isn't very breathable inside, so there only happens to be space for two people. The Soldier and Engineer have been chosen to brave the facility, jump from floor to floor and destroy as much robot hind as they possibly can, all before the robots have time to build a new bomb on-site.

Credits (may change)
Jack5 - Project lead
 

Jack5

L4: Comfortable Member
Apr 6, 2018
189
37
  • More detailing and layout changes near RED spawn.
  • Added some cover on overhead platforms.
  • Now allowing RED team to get onto overhead platforms from top-right of map.
  • Hazards greatly improved and fully animated.
  • Included temporary custom mission icons for hazards.
  • Small changes to test mission.
  • Included edited crin2 prefab mission for demonstration purposes.

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Jack5

L4: Comfortable Member
Apr 6, 2018
189
37
  • Major detailing and small layout changes done on roughly half of the map.
  • New mission "Casting Capsule" by PDA Expert, mission icons packed into map file.
  • Colour of smoke hazard changed to be more visible.
  • Apparently fixed gigantic robots getting stunned when they shouldn't.
  • Likely fixed robots travelling through the top floor not picking the correct direction.
  • Map now uses Frontline, Construction and BulletCrops assets, as well as some CC0 custom textures and an industrial lamp, big gate and custom handrails.

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Jack5

L4: Comfortable Member
Apr 6, 2018
189
37
  • Added additional blockages near both control points.
  • Added extra props and overlays from the General Industrial Sign Pack and the Danger: Warning - Sign pack, some for testing purposes.
  • Added ventilation systems which exude smoke during the smoke hazard and increased hazard visibility.
  • Added remaining prefab missions and mission from the Guardian map Trust, all to be removed before contest release.
  • Added extra detail to spawn rooms of both RED and BLU team, including automatically descending resupply cabinets.
  • Added cubemaps and support for HDR.
  • Added path models inbetween waves.
  • Changed smoke hazard to improve realism and prevent dying near final control point.
  • Changed structure and cover of upper platforms.
  • Changed clipping, displacements and lighting in various places, including new light props.
  • Changed size of capture areas and increased time to capture for both points.
  • Fixed robot Medics not healing squad leaders in test mission.
  • Fixed critical bug in Casting Capsule mission and improved mission difficulty and theme.
  • Fixed giant robots getting stuck on top left path by moving traffic cones near construction area.
  • Fixed tank breaking the wooden blockade to early and move its starting position forward.
  • Fixed robots spawning in incorrect location if wave is won while robot forward spawn is opening.

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Jack5

L4: Comfortable Member
Apr 6, 2018
189
37
  • Added English file.
  • Added secondary exits to both RED spawn rooms to help with killing robots on the final point.
  • Added support for Engineer robots.
  • Changed hazard icons so they stand out compared to regular robot icons.
  • Changed size of capture areas.
  • Changed gate and surrounding brushes so the forward robot spawn is further back.
  • Fixed giant robots getting stuck on the top floor when walking across diagonal platforms.
  • Fixed tank doors not opening when a tank spawns.
  • Removed some extra detail and snow theme.
  • Removed testing overlays.
  • Removed Casting Capsule mission.

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Jack5

L4: Comfortable Member
Apr 6, 2018
189
37
  • Added detail previously removed in beta 4 for RED spawnrooms and BLU spawn, as well as a 3D skybox by BLU side.
  • Added many extra props, overlays and cables.
  • Added "Blast Pit" and "Molten Mass" missions by PDA Expert, as well as "Standard Sequence" mission.
  • Added soundscapes and additional sound ambience, including an automated announcer system that speaks lines of dialogue randomly and upon events starting and ending.
  • Added failsafe for when Medic robots lose their healing target so they do not remain stuck in spawn.
  • Changed navigation mesh to improve bot movement and prevent accidental suicides as much as possible.
  • Changed environment lighting and skybox texture.
  • Removed leftover testing sign.

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Jack5

L4: Comfortable Member
Apr 6, 2018
189
37
  • Updated Blast Pit and Molten Mass missions and added difficulty prefixes.
  • Added Magma Madness mission by randomguy.
  • Added relay for capturing the first control point immediately as the wave begins.
  • Added prototype sticky tank that doesn't function correctly, added to test mission regardless.
  • Added new hazard icons for the control point and the sticky tank.
  • Changed various props, clipping and lighting.
  • Changed resupply locker location and enabled the lockers throughout waves.
  • Fixed robots getting stuck on top floor by reducing bot size.

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Jack5

L4: Comfortable Member
Apr 6, 2018
189
37
  • Added "Policy Violation" mission by PDA Expert, and "Melting Point" mission by randomguy.
  • Created an additional spawn point outside of the map for use in missions requiring timers.
  • Changed the grenade tank spawning mechanism, allowing it to be spawned once per wave instead of once per mission.
  • Changed the grenade tank's look to add a small flag on its back side.
  • Moved robot spawnroom triggers further forward.
  • Sealed the pit directly in front of the final point.
  • Various mission changes and fixes.

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Jack5

L4: Comfortable Member
Apr 6, 2018
189
37
  • Added Beta Pass 1 by Docteur Whoa, functions identically to Beta 9 but with a different map file and layout.
  • Allowed Ubercharged players to travel through hazards harm-free.
  • Increased amount of ammunition obtainable from top floor.
  • Reverted respawn cabinets to previous version where they become unavailable during waves.
  • Various mission fixes and adjustments.

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Jack5

L4: Comfortable Member
Apr 6, 2018
189
37
  • Added posters from WAR! update propaganda posters.
  • Implemented path model relays, which can be utilised per wave to help players know where to defend.
  • Increased amount of ammunition obtainable from the bottom floor.
  • Lighting overhauled to use mostly spotlights.
  • Mini upgrade stations created in each spawn that are useable during waves, some props from Separated MVM Tools.
  • New molten metal texture that flows in a different direction and fits the TF2 artstyle better.
  • Some map elements and textures inherited from the art pass by Docteur Whoa, including detailing at the ceiling area.
  • Top floor overhauled to give players more room and more cover.
  • Various mission fixes and adjustments.

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Jack5

L4: Comfortable Member
Apr 6, 2018
189
37
  • Added new Normal mission "Payout Paradise" by PDA Expert.
  • Adjusted HDR settings.
  • Converted custom sound effects to .mp3 format to reduce map file size.
  • Fixed robots attempting to spawn at spawnbot_null not appearing.
  • Improved navigation mesh and excluded it from packing.
  • Overhauled spectator cameras and added camera props at their locations.
  • Set spawn point order of RED team.
  • Slightly changed textures to improve aesthetics.
  • Updated path models to be split into four sections and fully controllable by mission files.
  • Various mission adjustments and fixes.

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Jack5

L4: Comfortable Member
Apr 6, 2018
189
37
  • Added hazard icon templates to the download in Paint.NET and Photoshop file formats.
  • Allowed tank barricade to reset after waves and therefore removed a path model, stuck players are teleported a short distance.
  • Changed textures and added props, brushes and overlays based on Docteur Whoa's artpass.
  • Fixed path models near the bomb hatch not reflecting the correct path.
  • Moved the giant melting pot to the side so jumping between the shielded fences is easier.
  • Prevented respawn room visualisers on the bottom floor from losing their collision.
  • Replaced construction cables with barricade props again.
  • Rotated the generator near the tank spawn to avoid players being crushed.
  • Various mission adjustments and fixes.

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