Maelstrom

MVM Maelstrom rc1

phi

aa
Nov 6, 2011
832
1,815
B3 Released! Download here - http://dl.dropbox.com/u/84556731/mvm_maelstrom/mvm_maelstrom_b3.zip and place the files in the correct directories (bsp in tf/maps, nav in tf/maps, pop in tf/scripts/population)

Changelog:
Detailed a whole lot more.
Fixed 99% of wave issues; it should be beatable now
Tanks hopefully work properly
Flanks work
Added more background detailing
Fixed spawning errors and other bot issues
Difficulty adjusted greatly

Screenshots:
2013-01-22_00002.jpg

2013-01-22_00006.jpg

2013-01-22_00008.jpg

2013-01-22_00009.jpg

2013-01-22_00011.jpg

2013-01-22_00012.jpg

2013-01-22_00013.jpg


Soon there will be a test for it... keep an eye on the tf2m chat
 

compy

L1: Registered
Jun 14, 2012
9
14
The popfile has extra closing curly brackets on lines 1215 and 993 that have to be deleted in order for the popfile to work.
Also, the giant soldier at the end of wave 2 was found stuck here
 

phi

aa
Nov 6, 2011
832
1,815
The popfile has extra closing curly brackets on lines 1215 and 993 that have to be deleted in order for the popfile to work.
Also, the giant soldier at the end of wave 2 was found stuck here

Wow, thanks! That's incredibly useful information to have, I probably wouldn't have found those brackets by myself (since I'm using notepad++ to edit the pop files and I don't know how to find extra brackets using that program). Also I'm guessing the soldier thing is just a clipping error. All will be fixed for b3a.
 

GPuzzle

L9: Fashionable Member
Feb 27, 2012
638
414
I think even my maps would look great with isometric overviews. Even MY maps.
 

phi

aa
Nov 6, 2011
832
1,815
Since the pop file I made for b3a was a bit too easy I took the liberty to make things a little harder.

2013-01-26_00001.jpg

Wave 1 - Sandman + bison (Soldier support) | Scouts (Baby Face support) | Giant Demo
2013-01-26_00002.jpg

Wave 2 - Pyro Flare + Melee Scouts (Shotgun Heavy Support) | Loch and Load + Gnome (Crusader Medic Support) | Big Soldier (Fist Heavy Support)
2013-01-26_00003.jpg

Wave 3 - Demoknight + Guillotine Scouts (Skullcutter Support) | Guillotine, Milk, Soldier and Demoknights | Tank A 20000 (Scout Support) | Deflector Wave 1 | Huntsman, Flare, Heaters | Tank B 20000 | Deflector Wave 2
2013-01-26_00004.jpg

Wave 4 - Phlog, Bonk, Crusaders (Soldier Support) | Giant Scouts (Fist Heavy Support) | KGB Heavy + Soldiers (Fire Heavy Support) | Giant Soldier + Medic
2013-01-26_00005.jpg

Wave 5 - Fist Heavies + Deflector | Zatiochi Soldiers and Demos (Scout Support) | Tank A 22000 + Tank B 22000 | Milkman + Soldier Wave | Fist Heavies + Deflector | Big Soldier (Crusader Support)
2013-01-26_00006.jpg

Wave 6 - Gnome + Snipers (Soldier Support) | Soldiers + Buff Banner | Giant Demo + Medic (Scout Support) | Tank A 22500 + Tank B 22500 | Phlog + Scout + Soldiers | Tank A 23000 + Tank B 23000 | Giant Soldier | Chief Heavy

And yeah, I'm aware that wave 3 is harder than wave 4. I'm planning to switch some things around in the two to balance that. (Probably getting rid of the tanks in wave 3 is a start)

Any opinions? Yeah, I know, I'm not the best at this.
 

Vaconcovat

L3: Member
Jan 15, 2012
116
188
Its pretty hard to tell how the waves play out without, well, playing them. From the look of them I might say some of your mini-waves are a bit long (i'm looking at the 40 flares & 50 scouts). Hard to tell though.

Also 4 tanks in a single wave may not be fun. Other than that it looks pretty good and nice&difficult
 

phi

aa
Nov 6, 2011
832
1,815
B4 - http://dl.dropbox.com/u/84556731/mvm_maelstrom/mvm_maelstrom_b4.zip
Changelog:
-Massively redid the popfile
-Soundscapes
-Minor graphical and optimizational changes
-Preparation for major optimization pass-through for b5
-Graphical preparation
-Other minor bug fixes.

The popfile may or may not work as wanted. I haven't gotten the chance to test the whole thing, but I added a lot of support and hopefully it will work as wanted.

QUESTION: How would one enable support classes for only one WaveSpawn? I know that putting Support 1 enables support, but it ends up running for the whole wave - any way to stop a support? Thanks.
 

Turbo Lover

Fight me under Glasgow Central Station
aa
Feb 15, 2011
333
344
QUESTION: How would one enable support classes for only one WaveSpawn? I know that putting Support 1 enables support, but it ends up running for the whole wave - any way to stop a support? Thanks.

Just set up the WaitBeforeStarting, WaitBetweenSpawns and TotalCount so that they roughly start and end at the same time as each other, then instead of Support 1, do Support Limited, which makes the Support wave run until the TotalCount is exhausted.
 

phi

aa
Nov 6, 2011
832
1,815
B5 is almost ready to be released. I may or may not have Turbo Lover joining up to make the pop file (since this whole thing so far has been a solo effort), I haven't officially organized anything yet but hopefully we can get that done and tested soon.

Changelog for B5 so far:
-Major optimization renovation
-More detailing, additional details in roofs, walls, and buildings.
-Lighting
-Soundscapes
-Nav optimization
-Deleted extraneous arrow props, added more cover and strategic areas, and neutralized RED textures into more ambiguous ones
-Added a timer so that after a certain (secret) amount of time, the idling truck actually runs out of gas and turns off! Maelstrom is now eco-friendly!

Things to add before heading to RC1:
-Test the pop file that Turbo Lover will hopefully complete
-Lightmap optimization
-Possible use of occluders in certain areas so that they work optimally without shrouding the cloud of smoke tanks emit
-Detailing inside the main spawn

Hopefully by the 18th I can finish this project and push it into RC. That's my plan, hopefully things will play out the way I'd like. Anything you guys think could be improved with the map, feel free to mention them now.
 
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phi

aa
Nov 6, 2011
832
1,815
b5a Released! http://dl.dropbox.com/u/84556731/mvm_maelstrom/mvm_maelstrom_b5a.zip
I am now officially collaborating with Turbo Lover so that's that!

Changelog:
-Major optimization renovation
-More detailing, additional details in roofs, walls, and buildings.
-Lighting
-Soundscapes
-Nav optimization
-Deleted extraneous arrow props, added more cover and strategic areas, and neutralized RED textures into more ambiguous ones
-Added a timer so that after a certain (secret) amount of time, the idling truck actually runs out of gas and turns off! Maelstrom is now eco-friendly!
-One occluder somewhere
-Detailing as promised!
-Nav optimization
-HDR and slightly better shadows
-NEW POPFILE (Made by the wonderful Turbo Lover!)

Screenies:
2013-02-07_00003.jpg

2013-02-07_00004.jpg

2013-02-07_00005.jpg

2013-02-07_00007.jpg
2013-02-07_00008.jpg

2013-02-07_00009.jpg
 

phi

aa
Nov 6, 2011
832
1,815
Hi I've come again with b7b
nothing *too* special but most of the waves should be in good standing order, this will most likely be our last update before rc1 if nothing's broken
enjoy: http://dl.dropbox.com/u/84556731/mvm_maelstrom/mvm_maelstrom_b7b.zip

changelog:
-lighting
-hdr edited
-pathing drastically improved
-tanks work now
-detailing improved
-optimization improved
-general bug fixes
-added small deathpit near final just for experimentation

screenies:

2013-02-16_00001.jpg

2013-02-16_00003.jpg

2013-02-16_00004.jpg

2013-02-16_00005.jpg

2013-02-16_00007.jpg

2013-02-16_00009.jpg
2013-02-16_00010.jpg

2013-02-16_00011.jpg
 
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