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MVM Kiviak B1

Don't look up 'Kiviak'

  1. RodionJenga

    RodionJenga L5: Dapper Member

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    Kiviak - Don't look up 'Kiviak'

    It's a map. Currently alpha but baby steps, right?

    Logic/Wavewriting: @TAVRAX
    Geometry: @RodionJenga

    Basic installation: put .bsp and .nav files in tf/maps, put .pop in tf/scripts/population, creating this folder if nescessary

    Current Popfile:
    -Bigrock Advanced

    Current Screenshots

    Mid looking towards hatch:


    Bot spawn area


    Overview with routes


    Former screenshots:
     
  2. Erk

    aa Erk erk

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    "Kiviak or kiviaq is a traditional wintertime Inuit food from Greenland that is made of auks fermented in a seal skin. Up to 500 whole auks are packed into the seal skin."

    oops
     
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  3. RodionJenga

    RodionJenga L5: Dapper Member

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  4. Muddy

    Server Staff Muddy Muddy

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    well that's aukward
     
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  5. Yabayabayaba

    Yabayabayaba L5: Dapper Member

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    maybe get a mod to remove the second download?
     
  6. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    This map was actually very frustrating to play. Not all of that being your fault, but you could do a lot to improve it.

    You were using a bigrock popfile. Which is fine. But bigrock popfile is built for a very big map with a very strong choke. Your map is way too open for this (and probably most other popfiles too). The popfile you used has hundreds of always-crit bots which combined with how open your map is can litereally snipe you nearly from their spawn to yours.

    Other issues include, the hatch area being way too dark making the 100 spy wave sit extremely sour in our playtest because they were barely visible around the hatch.
    The sightline down the middle looks at both two spawn exists, and with spamming crit soldier bots and crit heavies coming from all angles, exiting spawn without dying instantly is near impossible.

    You can build on the pipe across the bot spawn area. It's not a great spot but it screws up sentry busters really bad.

    The bots never dropped down from the right hand side, except the sniper mission bots. This made fighting at the front quite uninteresting.

    The two(?) engineer spots we were able to identify are really badly placed, they have more cover than the players do, and are weirdly in the middle of the bot routes which casued problems.

    The bots also had a lot of navication issues around the river and wooden structure part, I saw a lot get stuck struggling to jump up after they had pathed around on the ice/glass.

    The main issue is really the sightline and openness of the map, and also how close together the spawn doors are. Fix those and you'll be on your way.
     
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  7. RodionJenga

    RodionJenga L5: Dapper Member

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    Gosh we changed a lot. Here goes:

    Custom Advanced Popfile!
    Wave 1 - Cow Mangler Soldiers, Pyro and Scouts with Secondary Weapons. Some very lost Huntsman Snipers

    Wave 2 - Powerjack Pyros with Medics. Shotgun Heavies for Support. Retro.

    Wave 3 - One tank with 2 Giant Demomen. Consider it a warning.

    Wave 4 - Conch Soldiers, Pyros, Scouts, Demomen and Heavies. Spies too, oh my!

    Wave 5 - Giant Deflector Heavy and Two Giant Medics. They are the 1%.

    Wave 6 - Two Big Boss Tanks, served on a bed of Crit Bat Scouts. Serves 6.



    Big Layout Changes!
    Nearly everything outside the robot spawn are has been redesigned if not utterly replaced. The map now features:
    -A second tank path
    -Frigid, watery deathpits
    -A second, larger spine "building"
    -A severely abbreviated bot-delay pit
    -Sightlines are a lot shorter​


    Cool Snow! Hot Wood!
    The map now looks more like a Greenlandic Village, thanks partly to @Tumbolisu 's Ice, Snow and Ice and partly to some colorful painted wood textures vmt'd into exisence by yours truly​


    Other Changes!
    -Hatch area / Player spawn is brighter. Like a lot brigher. Almost too bright. Covering the entire radar station in baby oil didn't help. New texture for the next version.
    -Definitely an explosion at the hatch now
    -Improved clipping/nobuild
    -Bots enter map from BOTH entrances
    -99% of bigrock advanced robot content removed
    -Robot engineers and snipers effectively nerfed
    -Oh yeah....FORWARD UPGRADE STATION​

    ...Oh man, that's beautiful

    Read the rest of this update entry...
     
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    Last edited: Jun 19, 2017
  8. RodionJenga

    RodionJenga L5: Dapper Member

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    Popfile Changes:
    Wave 1 - C.A.P.P.E.R Scouts upgraded to giant, Bots spawn in squads

    Wave 2 - Giant Black Box / Battalion's Backup Soldier added, Powerjack Pyros slowed slightly

    Wave 3 - Additional tank added. More and stronger Giant Demomen. New Huo Long Heater Heavies

    Wave 4 - Spies spawn to a less ridiculous degree. Max robots enforced

    Wave 5 - Additional non-giant crit heavies with medics added. Giant heavy has crits too. Also support squads of Bushwhacka Snipers with Buff Banner / Escape Plan Soldiers

    Wave 6 - 6 Tanks total. Manmelter Pyros and Caber Demomen added to the Batsaber Scout supports



    Layout:
    Both paths are twistier, which should make sightlines even shorter.
    Church moved entirely
    Out of bounds areas expanded in preparation for 3d skybox

    Aesthetics:
    Snow textures and skybox changed to timberghost artpass ones
    More enterable buildings
    Less dev textures, more displacements


    Read the rest of this update entry...
     
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  9. RodionJenga

    RodionJenga L5: Dapper Member

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    Believe it or not we're hoping to update this one more time!

    New in this version:
    -Normal Pop!
    -Changes to Advanced Pop!
    -Map rotated to better match skybox
    -Lighter shadows
    -More Displacements







    Read the rest of this update entry...
     
  10. ммα | ∂αиỉєℓ

    ммα | ∂αиỉєℓ L1: Registered

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    Getting very strong "30 days of night" vibes from these pictures. Not a bad thing at all, may I ask if you used it as an inspiration?
     
  11. RodionJenga

    RodionJenga L5: Dapper Member

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    Never seen it! I see some architectural similarities in actual photos of Barrow, Alaska (the film was shot in NZ), but the map setting is a mashup of various greenland locations such as Iliussat (harbor and church) and DYE-4 radar station on Kulusuk island (hatch building). Luckily the colorfully painted houses seem to be just about everywhere!
    Greenland-2015-40185.jpg
    dye4-dome-maint2.jpg
     
  12. ммα | ∂αиỉєℓ

    ммα | ∂αиỉєℓ L1: Registered

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    Just reminded me of the film, which again not a bad thing. Maybe I gave you a new source for inspiration. Anyway keep up the good work, I'd love to see where this map goes.
     
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