mvm_gd_crossing

mvm_gd_crossing b3b

Jakapoa

L1: Registered
May 6, 2017
19
12
mvm_gd_crossing - A two player mvm map

A Mann Co distribution center out in the badlands is under robot attack!

Crossing is a Guardian Dynamica MvM map meant for two players. Players must defend a roadside Mann Co distribution center from invading robots.

Features
  • 3 capture points. Robots will attempt to capture one of the A points before attacking B. The chosen point will be indicated.
  • Cars on the neighboring interstate highway will not brake for pedestrians. Look both ways.
  • Forward train gate spawn for robots.
  • Powerups that provide various buffs or bonuses:
  • Portable Dispenser: A moveable lv 1 dispenser.
  • Tesla Coil: Shocks bots that get too close for high damage. Runs out quickly.
  • Crit Bottle: A short burst of crits for you and nearby teammates.
  • Money Magnets: Magnets around the facility automatically collect cash.
  • Napalm: Sets an area on fire for a moderate amount of time.
  • Car Keys: "Borrow" keys to resupply vans around the facility.

Assets Used

Vehicles from the Emporium Pack


Yes I know the map is a bit ugly. It's my first map and I made it in a week.
 

Jakapoa

L1: Registered
May 6, 2017
19
12
Visuals:
  • Touched up outer design of front house.
  • Added some detailiing to lower A point so it's not completely barebones.
  • Light detailing to outer warehouse.
  • Changed color of rocks to match ground textures.
  • Spawn room visuals created.
  • Realign some health and ammo kits with the ground.
  • Fixed missing road overlay at robot spawn.
  • Added signage to various areas.
  • Fixed car driving backwards down the road.
  • Added two cars back into road rotation (from bug above).
  • Closed small hole under the fences at the upper A point.
  • Closed gap in hill geometry.
  • Added some displacements to point A hill.
  • Removed hint brush causing bad culling.

Gameplay:
  • Added a new side spawn to the forward point (spawnbot_box_upper_forward).
  • Added blockers around the red spawn balcony to prevent robots from landing up there.
  • Added clipping to various props missing clipping.
  • Added extra props to lower A area for cover.
  • Upgraded ammo kits near control points to full kits.
  • Upgraded health kit near control points to medium kits.
  • Added box.

Capture Logic:
  • Fixed point navigation not being reset if round finished durring point capture.
  • Fixed train not being reset if round finished durring point capture.
  • Fixed spawns not being reset if round finished durring point capture.
  • Bots will not spawn until the train comes to a complete stop at it's original spawn.

Powerups:
  • Tesla Coil
    • Slows down bots properly (75% slowdown in radius)
    • Lasts longer (100 hits -> 150 hits)
    • Damage decreased (75 -> 30)
  • Napalm
    • Damage increased (15 -> 40)
    • Increased radius by 25%
  • Crits
    • Range increased by 50%
    • Particle indicator properly functions
  • Milk Rain
    • Added. Rains down mad milk in a large area for 30 seconds.


Mission:
  • W#: Bots can now use the flank spawn at forward spawn.
  • W1: Melee cola scouts recharge cola faster.
  • W5: Removed conch from soldiers.

Read the rest of this update entry...
 

Jakapoa

L1: Registered
May 6, 2017
19
12
Gameplay:
  • Added engineer hints. Teleporters are not included.
  • Both points will switch to captured once one is captured to prevent confusion.
  • Fixed tank capture not doing anything (how did I miss this?).
  • Final point can now properly lock until any A point is captured.
  • Fixed missing nobuilds on rocks.
  • Added blockers to prevent bots from entering the powerup room.
  • All small health kits are now medium.
  • Possibly fixed bot spawn teleports teleporting the bots back.
  • Adjusted player clipping on point B hatch props to prevent stuck bots.
  • Increased size of lower path blocker to disuade bots from running to point B early.
  • Fixed bots trying to path through a fence near point B.
  • Fixed un-targeted A point not fully disabling.
  • Decreased size of point navs to make bots stay on.

Relays:
  • Added wave_preset_normal_nopowerups_relay and wave_start_nopowerups_relay (and forced path variations).
    • Can be used to start waves with no powerups.

Bomb:
  • Properly set up outputs of the bomb capture zone.
  • Added bomb hatch alarm.
  • Added 30sec timed bomb.
A capture zone and bomb were included in b2, but left unused. I'm confident a decent mission could use the bomb properly. At the moment the gatebot and bomb path are the same path, and I am hesitant to change this. Bots run for the X on the ground next to point B.


Visuals:
  • The un-targeted A point will also have its base light disabled.
    • The hud will not show the lock icon, as equal points can not lock each other.
  • Fixed control point models being removed on map start.
  • Adjusted tank path to avoid clipping on props.
  • Removed light from over upper A point.
  • Fixed tiny nodraw block on point B.

Powerups:
  • Tesla Coil:
    • Slowdown raised to 80%
    • Damaged lowered to 22dps
  • Money Magnet:
    • Will collect excess cash after the wave ends before disabling
  • Napalm:
    • Time decreased by 15 seconds (60->45)

Mission (Delayed Delivery):
  • General:
    • RespawnWaveTime set to 1.
    • Sentrybuster cooldown increased by 10 seconds (25->35).
  • W1:
    • Removed 1 giant pyro (3->2).
    • Removed 9 GRU heavies (36->27).
    • Removed 9 cola scouts (30->21).
    • Increased cola duration on cola scouts.
  • W2:
    • Decreased spy count by 1 (2->1).
    • Increased spy initialCooldown by 10 (20->30).
    • Increased ball scout count by 12 (24->36).
  • W3:
    • Decreased sunstick scout count by 3 (24->21).
    • Increased steel fist count by 2 (7->9).
    • Decreased giant soldier WaitBeforeStarting by 5 (11->6).
    • Fixed giant soldier count being set for a squad.
  • W4:
    • Decreased spy count by 2 (3->1).
    • Decreased deflector heavy count by 3 (24->21).
    • Fixed duplicate spawn causing increased BB soldiers.
    • Lowered WaitBetweenSpawns of giant boxing heavy by 4 (8->4).
    • Increased demoknight count by 3 (18->21).
  • W5:
    • Lowered giant heavy count by 1 (2->1).
    • Removed chance of crit DF pyros.
    • Increased maxactive of cola scouts by 1 (3->4).
    • Lowered skill of cola scouts to Normal (Hard->Normal).

Read the rest of this update entry...
 

Jakapoa

L1: Registered
May 6, 2017
19
12
Gameplay
  • Added engineer teleporters.
    • Regret incoming.
  • Removed second engie hint.
    • The area of this hint ended up cutting off the side door of the player spawn, which cut off player's access to the front. It was also very close to the upper A point.
  • Moved hint 3
    • Covers more of the front area and gives the buildings some cover.
  • Robot sentries and teleporters are removed on gate capture.
    • Teleporters already have to be killed after capture due to the game still sending bots to the tele. And sentries bug out when they get disabled, so just killing all existing robot buildings is just the safe option.
  • Added sentry hint system.
    • Had to be manually created because of the lack of bombs. At the moment, engineers will only move to the middle of the map on point capture.

Visual
  • Updated Napalm material.
  • Fixed missing soundscapes.


Relays
  • Added wave_start_bomb_relay
  • Added wave_start_bomb_nopowerups_relay
  • Added wave_start_bomb_timed_relay
  • Added wave_start_bomb_timed_nopowerups_relay
Since engineer hints are activated based on bomb progress, the standard gd mode of the map uses a system to control which hints are active. Using the relays above will disable the gd bomb.​

  • Added highway_enable
  • Added highway_disable
Controls highway activity with better accuracy. Tanks will now also call these when they spawn to control highway behavior. If you want highway behavior to persist during/through tank waves, send Disable to these relays.​

Read the rest of this update entry...
 

Jakapoa

L1: Registered
May 6, 2017
19
12
Missions:
  • Added Street Fleet (int) by randomguy.
  • Added Fixed Parts (exp) by randomguy.

Bug Fixes:

  • Fixed upper point A not being enabled on wave start.
  • Fixed bot teleporter teleporting bots back to old spawn.
  • Fixed giants getting stuck from teleporting into forward spawn.
  • Fixed crash from bad I/O sent to tesla coil on deactivation.
  • Fixed spies and snipers pathing to places they shouldn't.
  • Fixed napalm damage being % based.
  • Fixed box activating before button press.
  • Changed forward spawn collision to func_brush to stop rendering issues.
  • Packed in alternate vehicle skins to fix missing textures.

Visuals:
  • Increased brightness by 10%.

Read the rest of this update entry...