MVM Memorial

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Please click this image and upvote!
I need your help to get it into the top of the TF2 game hub.
 

Seba

DR. BIG FUCKER, PHD
aa
Jun 9, 2009
2,364
2,728
The torches near the skulls are all rotated the same way, it bothers me.
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
Had a run around cause I was eager to see what it looked like. I haven't got a clue where the skull head area is but oh well.

http://i.imgur.com/AMK2U.jpg
Put a sign here to show it's a resupply, just to point it out

http://i.imgur.com/oHFQ6.jpg
http://i.imgur.com/WOhMR.jpg
http://i.imgur.com/y7Vb7.jpg
http://i.imgur.com/CmbL2.jpg
Clip

http://i.imgur.com/k2b35.jpg
This sign doesn't really fit well, it doesn't look like a logical area for vehicles to be in

http://i.imgur.com/bA45E.jpg
Displacement detail popping through the floor
 

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Pyro, use the command "addcond 5; addcond 11", find and replace tank HP with a value around 10% lower and bam, you can do almost any mvm solo
 

tyler

aa
Sep 11, 2013
5,102
4,621
We tried! That bug where you lose at wave 4 stopped us, but it was fun before that. I'll throw it on as soon as he releases a fix.
 

Gadget

aa
Mar 10, 2008
531
527
I haven't played it with 5 other players so I can't say anything about the mission but here's my first impression on the map - hoping you'll find it useful.

Your detailing is quite good but I don't really like the layout that much. For an MvM map it feels quite simple (having one main route) and a little too short (about 1024 units) but that's not necessarily a bad thing. However I couldn't find enough spots with a height advantage that are good for defending - in general the layout seems to lack any significant advantages for the defending team. Let me explain with some examples:

The fences here are blocking the firing line for pretty much all classes except the Demoman which is good for the Demoman but obviously not much fun for all the other classes.
mvm_memorial_b10004.jpg


This fence is blocking a potentially good sniper spot. I couldn't really find any other good sniper spot.
mvm_memorial_b10005.jpg


All those tomb stones are a hell to navigate through - especially as Scout or Spy. Please reduce the amount drastically.
mvm_memorial_b10002.jpg


Adding a second entrance here would be a really good decision to shorten the path that leads to the upper area.
mvm_memorial_b10006.jpg


I'd suggest to spend some more time playing as each class and/or to watch other people play.

Also here's a little more knitpicking...

Having to take those stairs on the left or to jump is really annoying because that edge is blocking the natural flow path.
mvm_memorial_b10000.jpg


The cross inside the church is blocking movement when picking up health or ammo.
mvm_memorial_b10001.jpg


You've also got some spawnpoints that are not clear and props that are not solid.
mvm_memorial_b10003.jpg
 

Micnax

Back from the dead (again)
aa
Apr 25, 2009
2,109
1,585
The fences here are blocking the firing line for pretty much all classes except the Demoman which is good for the Demoman but obviously not much fun for all the other classes.
mvm_memorial_b10004.jpg

Building on this feedback, you could always have the church roof being fixed or something, giving you an excuse to build some scaffolding there, thus creating some height advantage.
 

Aporoid

L1: Registered
Oct 16, 2012
5
2
That's bloody amazing, right there.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
So how involved was Rexy in this one?
 

sitebender

L3: Member
Aug 15, 2012
102
33
I played this last night with a team for the first time. Its really great, the look is fantastic, seeing enemies cut through the graveyard and scatter with cover was a good idea instead of the normal shooting gallery.

The only weird things are the giant heavy is a normal sized heavy unless that was the server's issue.

The tank also seemed to drop in and then hover when going over hills. The final hill seemed very steep and the tank just looked awkward.

I know these comments are out of date, but this is worth a play through :) Good enemies, good visuals. Plus if you do voodoo cursed souls instead of robots, its even better :)
 

sitebender

L3: Member
Aug 15, 2012
102
33
I played it even more last night. It really seems to be the only map I've found to put the player at a disadvantage. Its dark, so you can't see. Exploding pumpkin bombs in prime spaces, some of the health and ammo is a long run into open spaces with no cover making the engi more valuable. The graves provide cover for the spawn area of the bots. The point is a bit away from the player spawn so the enemy can actually spawn kill you where then you need to make it to the point! Finally, there are lots of ways for the enemy to get behind you. Which is good. It doesn't make a real bottleneck with all the side paths. It is a good challenge for anyone wanting it.

The twist of the uh other realm is a great touch and adds to the player disadvantage in a cool way.

These aren't complaints, but rather it was a nice challenge that differs from every other bottleneck of an alley that most MVMs are.
 

MarshalN

L1: Registered
Dec 19, 2010
13
5
I'm not a mapmaker, just a player, so this is from a player's perspective from some playing:

It looks nice - reminds me of the Mann Manor map.

The map does seem a bit simple, in that there's only one path. The path is also not very winding, so there's really no surprises there at all.

I agree with Gadget that the tombstones in the graveyard are very difficult to walk around.

I think my main problem with the map as it is is this: there's a lot of wasted space that serve no real function. For example, the whole house - right now the spawn is about as far from the hatch as the robots' spawn is from the hatch. Maybe that's deliberate, but I find that to be a pretty weird setup. If your goal was to try to make it harder for the players, I think a better way is to throw harder combinations of bots at the players, and not increase the distance from the hatch. Also, the whole left and right wing of the house (and the paths going out) don't seem to serve a purpose either. Since it's such a long way before you can get to where you can actually shoot at the bots, I doubt anyone, even a scout, will go those ways. So it's a lot of wasted potential there. Maybe one way to do it is to move the hatch into the middle of the house, and have paths in the house be part of the game? Right now the whole house seems to be decorative. Am I wrong?