Mvm_estate

MVM Mvm_estate rc1b

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Erk

erk
aa
Aug 6, 2016
443
1,106
Still not seeing it. Remember you need to update the version of the download for it to update the file.

After discussing with Hydrogen, I want to make it clear: if you don't even try to make a serious second popfile (EDIT: obviously things like "one wave of ten scouts" don't qualify) then the map will be disqualified. Missing a whole popfile is too much for us to make an exception.

Honestly, I know this map isnt going to be good, and I dont think it ever was. I've kind of just lost any idea what I want to do with this map or with maps in general. This is less about the contest and more about other stuff.
 

Erk

erk
aa
Aug 6, 2016
443
1,106
yes
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Fillmore

L5: Dapper Member
Jul 20, 2014
226
137
While we don't really have any missions to show off yet, it's probably worth sharing some mission making relevant info which'll get bundled with the other guff later in a .txt file:

//Spawns
spawnbot
spawnbot_side //that spawn behind the broken wall within bot spawn
spawnbot_lowerflank //that bottom doorway to the right
spawnbot_chief // tank gate
spawnbot_sidebuilding // left-side building
spawnbot_mission_sentrybuster //within carrier
spawnbot_mission_sniper // in the sidebuilding
spawnbot_mission_spy

//Relays
wave_start_relay
wave_start_relay_ironman //40sec timer on bomb
wave_finished_relay //does what you think it does
forward_station_open_relay //self-explanatory, pauses spawning when used
forward_station_close_relay // self-explanatory, unpauses spawning
engineer_mass_nest_relay // enable all engineer nest locations

//Tank starting node
tank_start

//Supports Engineers?
Yes, nest locations are affected by selected bombpath
 

Erk

erk
aa
Aug 6, 2016
443
1,106
- Added map photos back now that the map's all purty - Added a couple more engineer nests
- Added an anchoring effect to the mainspawn (disables knockback from selfdmg)
- Adjusted the right lane's broken brick walls to look more believable
- Adjusted a func_nobuild to cover all levels of the platform thing
- Adjusted texture scale size of the chicken wire at front to make it easier to see from long distances
- Adjusted geometry near the tunnel at hatch so Tanks dont clip into surrounding walls
- Adjusted clipping in various areas
- Removed the mesh from the lowest platform to give bots a flank route and lets RED rotate around
- Fixed the Tank spawn sound not having the proper flag set
- Fixed a case where bots could get trapped in the tank gate spawn
- Fixed RED's spawn doors pointing at a filter which didn't exist
- Fixed a case where players could escape the map
- Fixed a nest location having incorrect teleporter names
- Fixed a rather silly looking displacement at the middle area

Nav and relevant info for mission makers: https://cdn.discordapp.com/attachments/447209374209802250/665693976699076648/Nav_and_stuff.rar

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Erk

erk
aa
Aug 6, 2016
443
1,106
New Mission from A+Drew. Peaceful Paradise- our first expert mission!
 

Attachments

  • mvm_estate_b8a_exp_peaceful_paradise.pop
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Jack5

L4: Comfortable Member
Apr 6, 2018
189
37
Would you be able to fix all the missing textures in the mission icons, and package all the icons and missions together as one download?
 

Erk

erk
aa
Aug 6, 2016
443
1,106
- Adjusted visleaves to hopefully have less of the map render
- Adjusted fade distances on some props
- Added some areaportals to the spawnroom
- Added some func_details to some places
- Added missing class icons to the download
- Fixed a case where bots could get stuck in their spawnroom

thanks to Sntr for this update!

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