Kelly

MVM Kelly rc1b-repack

Jul 26, 2015
694
819
- Lowered height of overlooking platform near robot spawn
- Added additional health and ammo near robot spawn
- Added additional lighting around the map
- Added popfile for normal difficulty

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Infomaniac

L6: Sharp Member
Nov 29, 2015
374
207
This may sound odd, but, why is Red defending a random Farmhouse in Kentucky? Is there something significant/important about it?
 

Infomaniac

L6: Sharp Member
Nov 29, 2015
374
207
I imagine that will probably something that will be addressed in detailing
Oh, well, I guess we'll have to see...
 

TyeZenneth

L6: Sharp Member
May 31, 2014
340
293
Someone else had the idea to make a map based on the Kelly-Hopkinsville encounter?
H Y P E
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Infomaniac

L6: Sharp Member
Nov 29, 2015
374
207
What's next? A TF2 Map based on the Waco Siege? I'm sorry if that sounded insensitive.
 

TyeZenneth

L6: Sharp Member
May 31, 2014
340
293
What's next? A TF2 Map based on the Waco Siege? I'm sorry if that sounded insensitive.
TBF, my idea was for the Mercs vs Aliens contest, and would have basically been Probed but with cute lil goblins instead of laser spiders.
 
Jul 26, 2015
694
819
Map
- Removed mvm_decoy
- Added additional health and ammo
- Added forward upgrade station
Popfile
- Increased number and variety of bots
- Changed color of bot ears to olive green

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Jul 26, 2015
694
819
Map
- 20% less mvm_coaltown
- Expanded bot spawn area
- Added two more bot spawns
- Adjusted placement of health / ammo
- Planted grass
Popfile
- Decreased amount of credits distributed each round
- Added more difficult bots / decreased amount of "bot spam" in waves

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Asd417

Sample Text
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Mar 20, 2016
1,451
1,031
Are those screenshots from a5?
If that's so, I see distinct lack of height variety and cover especially at the front where the car is parked. That might not be so friendly to scout.
 
Jul 26, 2015
694
819
- Map
- Added an entrance into the barn from the left side and fixed wonky ramp
- Added more cover to the upper level of the barn along with some ammo
- Added more cover around the hatch and removed some in other areas
- Added more ammo around the left side of the hatch
- Added shutter door to forward upgrade station​
- Normal Mission
- Severely nerfed number and spawn rate of robots
- Increased payout to around $600 per wave​
- Expert Mission
- Lowered spawn rate and adjusted spawn timing on various waves
- Removed skates from Psychic Heavies' feet
- Lowered amount of support on wave 4
- Lowered amount of support on final wave and nerfed health of final boss​

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Jul 26, 2015
694
819
- Map
- Fixed issue where players (snipers) could stand atop a post on the barn where spies are unable to reach
- Added cover on either side of health and ammo in the pit near hatch
- Banned sniper bots from having a little pow wow literally three feet from their spawn
- Added func_nav_avoid near those windows at that one place​
- Normal Mission
- Lengthened time between tank spawns on final wave​
- Expert Mission
- Added custom icons for Psychic Heavies and Bison Soldiers
- Wave 6: Reduced number of giant deflector and giant soldier bots, added giant medics for the giant soldiers
- Wave 7: Decreased delay before spawning for support during final boss and slightly buffed final boss health​

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Jul 26, 2015
694
819
- Map
- Blocked sightline on right side around barn
- Blocked off areas underneath ramps to prevent bots from getting stuck
- Increased amount of ammo pickup on upper level of barn​
- Nerfed most waves in Normal Mission
- Buffed most waves in Expert Mission

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