MVM Metropolis

Discussion in 'Map Factory' started by -rt-, Jan 11, 2015.

  1. -rt-

    -rt- L1: Registered

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    SERVER:79.137.235.99:27134
    Greetings everyone.
    There is my first map for MVM game mode.
    There are:
    -random bomb_carrier path with crossroads.
    -2 captured gates
    -1 gate opens new spawn room, it disables small bots (20 sec), then gives to blue team crits (10 sec)
    - 2 gate opens shortcut to main blue base spawn, disables small bots (20 sec), then gives blue team crits (10 sec) and speed boost (15 sec)
    -if u d`not stop a tank within first half of his path, it will open gate#2
    -TRAIN (randomly 40-100 sec) if train starts. Before its start, I enable func_nav_avoid.
     
    Last edited: Feb 7, 2015
  2. PyroDevil

    PyroDevil L3: Member

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    Looks pretty good
    My only concern is that a mission with tanks and gate bots may be too difficult. Also, in the case of the train hitting the tank, make sure it does enough damage to destroy the tank. Other than that, it seems like a pretty solid map.
     
  3. Potato Uno

    Potato Uno L1: Registered

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    Just looked at the map and did an informal play test, but it seems to have a few issues:

    - The gate only opens once it is successfully captured, rather than the gate gradually opening as the bots capture it (like in mannhattan).

    - Gate B is like nearly impossible to recognize with its dev textures. Just use the regular gate B model from mannhattan, even though the side pointing to the regular bot spawn will not have the "B" symbol on it.

    - NEEDS TEXTURES. Though it's not important as of now. Use darker dev textures, like gray, because the white is a complete eye sore while playing.

    - Train needs to be longer. The train concept is great, but just the train engine only looks kind of bland. Add 2-3 boxcars to it so it looks like an actual cargo train, and so it doesn't look like it was lazily slapped in.

    - Gates need to make alarm sounds, like in mannhattan.

    - Respawn room should be lit up a bit more.

    This is all I got just from a basic test. I didn't actually play it with a group, so I cannot comment on balance or style or anything like that (yet).
     
  4. UltimentM

    UltimentM L1: Registered

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    Maybe remove the train altogether. Airblasting pyros and rage heavies can make quick work of giants and bosses which would make the map a whole lot easier. Also, resupply cabinets in mvm? Those need to be removed, but otherwise, a cool map. Are you planning to do the style of the map like Mannhattan or make it take place in the city?
     
  5. Potato Uno

    Potato Uno L1: Registered

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    Disagree. The train is one of the most positive aspects of this map. Do not remove the train from the map. The airblast issue can be very easy solved if you give the important giants very low rage giving values and very high airblast immunity (like all Valve boss bots have).

    And if they do airblast and rage, so what? The train is very close to the robot spawn anyway. To think that a team of airblast pyros and heavies can bullshit the whole mission by just using the train (that comes unpredictably and infrequently) to hold off the bots is a garbage strategy. I would encourage anyone who thinks that's a good idea to try it, so that they will waste a good hour of their time accomplishing nothing. Don't take my word for it - do it yourself and see how little you will accomplish (or, conversely, how quickly you will fail).

    By that definition, you should argue that coaltown and bigrock should have their bomb reset pits removed since airblast pyros and raging heavies can very easily BS the mission (which doesn't work since the tanks are very punishing... and since this map supports tanks.... hmmm).
     
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    Last edited: Jan 14, 2015
  6. Zed

    aa Zed Certified Most Crunk™

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    Why, exactly? What problems would they cause? What's wrong with letting people change their loadouts? I doubt a resupply cabinet would be easy to abuse, either, since it's distracting your fire from the robots right outside your doorstep and quickly approaching the bomb hatch (which is where I'd assume they'd be, if you're attempting to abuse a resupply cabinet)

    And if there were any actual problems, why not just close off the resupply cabinets when the round begins?
     
  7. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    Infinite ammo is the reason why cabinets arent recommended. They break several upgrades:
    - All max ammo upgrades become nearly useless. a quick walk back gives ammo fast enough. So instead you can use that money on other upgrades
    - Ammo canteens (which werent too usefull due to a dispenser usualy) became useless.
    Also, they instantly fill your health reducing the usefullness of the medic. And it can negate the health on kill requirement.

    However, outside of combat the ease of use of them still can be good. But as ZeNewDragon said, lock them off.

    A thing im more concerned about is the tank and capture areas. They provide issues when mixed:
    - A tank can recieve focus while the bots are disabled after a capture. This can break some of the balance with tanks. You might be able to destroy it with a bad team since they will lose the point. But the good team might not lose it yet become unable to destroy the tank. Forcing them to lose a point isnt good. Yet rewarding a team for it also isnt good.
    - What if the point was captured before the tank spawns. It might have too much health to destroy it altogether. The capture would become an instant lose which isnt what the capture is ment to do.
    - Tanks can spread the defense areas alot more, and it could become up to 3 points to defend: The bomb, the tank and the gate. Its pushing a team to the max (which intercept already did prove by forcing them to defend 2 objectives all the time and also giving them the side task of the bomb).
    - In mannhattan tanks were replaced with the high health bots. They are less good as tanks in pushing power versus a good team, but against a bad team still do the tank replacement role well enough.
    - If the tank has low health. Why put it in? It should have high health in such ammount the full team should focus on it. The tank is ment to soak up a lot of damage. Thats the role you should keep it to. A common thing to do is once the tank recieved enough damage to let only 1 class take down the tank and let the rest remain at the front. That is because they calculated the damage dealing aspect and it should be rewarded. The tank subcapture breaks the unique role the tank had. To me thats a bad thing. Not only that, but the tank already had the punishment of making the team lose at an instant.
    Just imagine that you have a bomb carrier that once it passed a certain point it autocapped the subpoint. Thats kinda what you did and to me feels broken. You are combining 2 completely diffirent roles together making 1 enemy type punish you twice.
     
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  8. Zed

    aa Zed Certified Most Crunk™

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    Thank you for the information.
     
  9. -rt-

    -rt- L1: Registered

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    Hi all, sorry for so long.

    While tank is alive, i disable all gatebot spawn.

    I will disable train while tank is moving

    Yes, there is a small problem with the door. I`m going to fix it in release version.

    Already fixed.

    Sorry NO!

    I was inspired by metropolis 1927

    Great idea!

    While tank is moving, all bots are disabled. Only on last wave i have a few suport bots (in plan)
     
  10. -rt-

    -rt- L1: Registered

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    Last edited: Jan 28, 2015
  11. -rt-

    -rt- L1: Registered

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    change B gate

    PIC
     
    Last edited: Feb 7, 2015
  12. mobious

    mobious L1: Registered

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