MVM Minceraft A13

The first gatebotless gatebot map

  1. rafradek

    rafradek L1: Registered

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    Minceraft - The first gatebotless gatebot map

    This map was made using the map converter
     
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  2. deluxghost

    deluxghost L1: Registered

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    whats the default mission difficulty?
     
  3. rafradek

    rafradek L1: Registered

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    default difficulty is intermediate
     
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  4. deluxghost

    deluxghost L1: Registered

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  5. rafradek

    rafradek L1: Registered

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    the map uses its own custom upgrades
     
  6. rafradek

    rafradek L1: Registered

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  7. Yakibomb

    Yakibomb L4: Comfortable Member

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    Seeing as it is a medieval MvM map (I'm working on one of the same too), I had to know how you did what you did with the custom colors and the other doodads. I hope it was ok that I found out more by looking into the map!

    Just so I don't ogle this thing to death, I'll just say where can I test this map with other people? It looks really exciting.
     
  8. rafradek

    rafradek L1: Registered

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    To enable custom colors on robots, add a trigger that covers the entire map, using a filter for specified robot tag, then when robot touches change the robot's color.

    The map is often tested and played on Potato's MVM discord group.
     
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  9. rafradek

    rafradek L1: Registered

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    • Fixed alarms not triggering
    • Giants are no longer stunned after capture, they cant attack instead
    • Increased stun time to 9s
    • Some changes to mission, mostly to reduce difficulty at later waves

    Read the rest of this update entry...
     
  10. rafradek

    rafradek L1: Registered

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    • Reduced brightness of all light sources
    • Fixed crash during gate capture
    • Fastened the spawn of wave 5 robots
    • Increased width of alternate route to the hatch

    Read the rest of this update entry...
     
  11. Yakibomb

    Yakibomb L4: Comfortable Member

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    Hey! I just tested this, and I think it's so inspiring from a mapper point of view. Here is some crits + feedback

    • You mentioned you couldn't reduce spell damage, but in fact you can. Here is the guide I wanted to point you toward: https://tf2maps.net/threads/guide-p...d-other-damage-types-for-medieval-mode.37932/
    • I think this area should be opened up so players can jump over it (and maybe add a spawn func_respawnroomvisualizer that enables/disables if the TNT is capped? That way the bots can't just jump over the wall somehow with a player casting the Bats spell on them). This area: https://steamcommunity.com/sharedfiles/filedetails/?id=1724272872
    • Wave 4: I think the mob had too many spells. Just an opinion that I think you could be aware of. I think this can be kept as long as there are resists for it. (I also thought spells from the bots was a little overwhelming visually)
    • Wave 7: The boss' HP could probably be nerfed a lot, it did seem excessive. Maybe add more support to compensate?
    • On the custom upgrades: I think that you could remove the ammo upgrade for the Huntsman/Crossbow and move the Mini-Crits on Kill there. Ammo should be more spread out, though, or they could trade places? (i.e. Ammo goes in Body Upgrades, Mini-Crits on Kill goes on Weapon Upgrades)
    • Visuals: https://steamcommunity.com/sharedfiles/filedetails/?id=1724272456 The fire (and smoke) was very laggy in this area and pathway, to where I got less than 10 FPS.
    I'd have to play the map again to give more feedback, but honestly it's pretty solid.
     
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  12. rafradek

    rafradek L1: Registered

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    • Fixed missing upgrades when custom upgrades file is missing
    • Reduced enderman count on wave 7
    • Slimes on wave 3 appear faster
    • Reduced damage of Pigman zombies and Wither skeletons
    • Increased cooldown of engineer spells
    • Increased cooldown of witch spells
    • Decreased duration of lightning orb spell

    Read the rest of this update entry...
     
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  13. ⁽ᴵᴰᴳ⁾CaptainRussia94

    ⁽ᴵᴰᴳ⁾CaptainRussia94 L2: Junior Member

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    I honestly feel you shouldn't butch this map to meet tf2-standards. I've said this before and I'll say it again:

    This is a very unique map, it stands out, and I'd hate for it to became a generic tf2 map.
    ^this is what you plan to do from what you've said on your potato tf submission
     
  14. rafradek

    rafradek L1: Registered

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    No matter how much i would like to keep the current minecraft style, i don't think it is serious enough to be included in MM. It might come back as an april's fool submission. Right now i am thinking of remaking hillside into halloween map, that will serve for as my submission
     
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  15. deluxghost

    deluxghost L1: Registered

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    a13 missing tnt texture?