MVM Hillside

Discussion in 'Map Factory' started by Quenquent [FR], Jul 25, 2013.

  1. Quenquent [FR]

    Quenquent [FR] L1: Registered

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    Hello TF2Maps.net

    I would like to present you my new map : mvm_hillside

    This is my first mvm map. To be honest, this is my first map for an official TF2 gamemode. Because I don't like to do something by the rules, this map have the Medieval mod enabled for both the robots and the players, this explain the medieval theme of the map.

    I mostly post this map here because the only opinions I've got are from players that played the map, not actual mappers that know how everything works. I also used some custom props that came from the Community Medieval Update Event so I would like to know the modelers to give them credits to it.

    Feel free to ask any questions and post your opinion of it ;)
     
    Last edited: Dec 21, 2014
  2. Quenquent [FR]

    Quenquent [FR] L1: Registered

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    A year without visiting this thread and nothing ? Well I think this is a good occasion to store here every updates I made to the map and update the download link. Feel free to comment about the improvements and anything about the map :)
     
  3. puxorb

    aa puxorb

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    Wow, not a single comment? This is amazing for a first map.

    Sadly not a lot of people like to play MvM (myself included). So that may be why there isn't much going on in this thread.
     
  4. Potato Uno

    Potato Uno L1: Registered

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    The map looks great! Will get around to play testing it soon.
     
  5. Potato Uno

    Potato Uno L1: Registered

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    So we played the map out in normal & advanced, and both of them went pretty well. However, a few issues we noted where:

    - A bunch of invisible walls at places in the map. People were firing crossbow arrows & huntsman arrows and they got stopped at varying parts (most notably the opened gate).

    - When the tank landed on the capture zone, the map registered it as an immediate gate capture for the robots. Maybe change it so that the tank busts through the gate and then the game declares it as an immediate capture? We busted the tank right when it touched the zone and it still opened the gate.

    - The advanced mission is sort of a drag. The waves become pretty repetitive and boring because it's more-or-less the same bots being spawned infinitely. Around about wave 5 it felt more like grinding than fun. It seems like each wave is the same as the previous wave, but with 30% extra robots or something.

    Overall we did enjoy the map and it was well made. This time the advanced mission didn't break in the middle, and it felt easier than v6's advanced for some reason.

    We killed a good 2 hours playing normal & advanced. Good work on the map!
     
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    Last edited: Jan 6, 2015
  6. Quenquent [FR]

    Quenquent [FR] L1: Registered

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    To prevent robots from going pass the gate before it's completly opened, I added a func_respawnroomvisualizer that turns off after the gates are open. Problem is, when you upgrade a crossbow/bow with projectile penetration, the arrows break at these entities, no matter if it's enabled or diabled. I contacted Valve about this issue and I didn't had any answers.

    I tried to do this, but the problem is that I have no experience in custom content (which woulbe the best here : a gate with a breaking animation). So instead of having the gate getting destroyed, I simply open it when the Tanks comes by.

    I don't have a real idea of what a good advanced medieval mvm mission looks like. This advanced mission is more of a test to find a way to make it fun and new at each wave. But since the only robots I can use are stuck to melee and some secondaries (yeah, I can't give primary weapons to the robots), my options are a bit limited. I thought about adding Engineer bots that build sentries, but I scrapped that idea thinking it would make it too hard for the players (because yes, Engie bots build sentry in Medieval Mvm)

    Thank you for your feedback, I hope I will have more like this so I can actually make the map fun to play ;)
     
  7. radarhead

    aa radarhead Hands out ratings like cheap cigars

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    Wave idea: major part of the wave consists of volcano fragment pyros and sun on a stick scouts.

    Try to come up with fun robot combinations!
     
  8. Moonrat

    aa Moonrat The end of an era

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    Like Captain Clam said, there are a lot of melee weapons available in TF2, you can easily make lots of unique combinations.
     
  9. Zed

    aa Zed Not the one from League.

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    600 HP Soldier bots with Escape Plans could be pretty cool.
     
  10. HQDefault

    HQDefault L12: Fabulous Member

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    That's pointless, because they would never get to low health to be super fast.

    How about they have train signs and run super fast?
     
  11. Quenquent [FR]

    Quenquent [FR] L1: Registered

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    I do had an idea of Volcano Fragment + Axtinguisher duos of robots. Yeah I didn't really took an in-deep look of what the Pyro robots could do in Medieval.
     
  12. Potato Uno

    Potato Uno L1: Registered

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    Honestly, I think the map seems to be mostly done. You know what they say: 80% of the time you spend doing 20% of the work (Pareto's rule).

    Just the pop files need some work, and the pop file is about as important as the map itself. Like I said, the map is great, but because the advanced pop file got boring relatively quickly, the whole map ended up being boring quickly.