Oxidize

MVM Oxidize rc18

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Asd417

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Mar 20, 2016
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Frostcharge - You should never throw a barrel of water into molten steel... unless you want to wreck everything.

my second attempt on mvm.
mvm map set in a cold foundry at night. Feel the heat and cold at the same time!
A lot of height variations.
 

Asd417

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Mar 20, 2016
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a4

Some aesthetics and lighting

changed skybox.

Changed the bot path and now when they get to the 'fork' shaped choke near the finale, they'll walk around the choke instead of going directly into the choke. This way, players will be more exposed to the snipers at the top of the bridge. Get Sniped Dummy.

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Fillmore

L5: Dapper Member
Jul 20, 2014
226
137
The map's inner area has this red fog that feels kinda off to me, it also acts a bit funny sometimes (turns off entirely if you switch classes) and doesn't transition for the outside fog that well (although this probably can be alleviated by adjusting where the fog changes from red to 'outside' fog)
The hatch area sure changed from the last time I saw this map, has a bunch of detailing on it now (you may still want to adjust the sides of the hatch since I can see the bottom of the hatch prop and it looks bad. (Also note the floating arrows because some prop has bad collisions)
The really annoying thing about the hatch area is how heavily nobuilded it is: Seems like you're just not allowed to build anywhere remotely near the hatch (even our Teleporter had to be a fair distance away because of the nobuild) and it feels like it's probably there to deter folks from just sentry blocking but that's a really cheap way to stop people from doing it.

This side here looks and feels a lot like a deathpit to me but apparently doesn't really kill people at all so you can safely jump out of the map. Never got the opportunity to see what happens if we knock Robots down there, unfortunately.
There's also this stack of nonsolid metal somewhere around the 'deathpit', Giants getting stuck when spawning at the 'main' spawn, a non-aligned texture, an item kit's shadow appearing through a wall and worst of all: unclipped stairs.

The forward upgrade station breaks if you lose the wave (you can fix this by adding an OnMapSpawn output to enable the forward upgradestation brush ent) and the door still just shuts weirdly slow (not to mention the fact that players can stop the door) Maybe you can change the closing door to be closer to the upgrade station?
Then there's the fact that holograms never turn off because there's no relay that turns them off (usually this is what wave_start_relay does, which doesn't seem to exist) and the bots apparently skip bombpaths a bit?
Then there's this bombpath: This is more of a suggestion but maybe re-route this bombpath to take this ramp instead of that drop-off point?

Despite what some of those earlier screenshots showed, we didn't play Advanced because it was feeling pretty certain that we wouldn't get 6 people for it (and all I can say about advanced is "wavebar isn't full", probably because of RandomChoice being used and mvm.tf being stupid?)
So we just played Intermediate and it was a real giggle, to say the least.

$400 doesn't feel like a lot of money when you get to fight a swarm of Soldiers and Pyros with the odd Giant Demoman with Uber Meds thrown in. We just got rolled by the Giant Demos until we had a Spy and even then we lost half the map. It's a decent first wave in my opinion but probably could drop the Uber Medics from the Giant Demomen alltogether?
Then there's the Support 1 bat scouts that show up a bit too late (probably not even necessary on the first wave, move them over to the next?) and a recurring thing of the wave having more Uber Medics than are shown on the wavebar (you see Giant Pyro with 1 Uber Medic, it comes out with 4 of them)

Wave 2 feels a lot easier than the first one since it doesn't bumrush you with Robots, just starts off with Scouts and sends out Col. Barrage later on. Then the Giant Soldiers with Giant Medics come out with some Heavies (consider limiting the giant medic combo to maxactive 2 so they're not both out on the field at once, we don't have a lot of money at this point so dealing with 2 Giant Medics that can pop is a bit difficult)

Wave 3 looks like it's going to be a wave with a ton of Support 1 spam considering the wave itself is only a Giant Blackbox and a Giant Rapidfire Soldier with a Giant Shield Medic but it wasn't a lot of Support 1 in the end. This wave feels like it could use a lot more Robots on it so the wave isn't just those three Giants and a number of Medics that didn't show on the wavebar again.

All I can say about Wave 4 is that the Tank teleports to the hatch the moment it spawns, due to a bad tank_path specification.
And Wave 5 turns into a bunch of Giants with 2 teleporting Tanks.

With all that said, the map does have some nice detailing here and there. It's going to be interesting to see how you're going to finish up on this thing.
 
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Asd417

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Mar 20, 2016
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thank you so much for this pretty detailed feedback, something I've been waiting for SO LONG.

I must be realistic and say that I rushed this. I completely forgot about the deathpit and forgot to fix the fog.
The 'advanced' pop file is actually written by myself without using mvm.tf and the wave that worked correctly is actually a pop file generated by mvm.tf. It is supposed to be advanced difficulty. Of course, I had to fix it but I still forgot to add the tank spawn pathtrackname for the wave 5 one.

So the mission itself was kinda playable I guess?

I'll make sure to fix all these messes so that you guys can test with much fewer problems.

EDIT: I intentionally left the hologram on after the wave start and there is the wave start relay but in a different name. Would it be better to turn the hologram off?
I'm going to try to get a new hatch prop so it's just a placeholder.
 
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Fillmore

L5: Dapper Member
Jul 20, 2014
226
137
It was playable but felt more experimental than an actual mission after the first wave (5 waves is also a rather short mission for Intermediate but that's more of a personal opinion)
 

Asd417

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Mar 20, 2016
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that actually describes the mission properly. I was pretty much trying out mvm.tf
I was going for advanced but I guess I'll just make it intermediate.
 

Asd417

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Mar 20, 2016
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Actually, I think the mission you guys play IS the intended intermediate and the mission file that just says mvm_frostcharge_a5 is the advanced mission I made with mvm.tf
 

Fillmore

L5: Dapper Member
Jul 20, 2014
226
137
downloaded everything from the TF2maps page, there is no mission titled mvm_frostcharge_a5.pop so it just picks whatever falls under mvm_frostcharge_a5_* (it loads advanced because that comes up first)

To address the above edit, generally MvM turns the holograms off when the wave begins so you don't have any visual clutter when the field is going to be swarming with bots
 

Asd417

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Mar 20, 2016
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Removed Extra Damage for Fire around the hatch area because it was preventing buildings from getting placed in the area.

Cleaned up visleaf.

removed nobuild that was directly on the hatch.

Made the useless deathpit inaccessible.

changed the fog transition

aesthetics

Added a custom bomb hatch model. It is currently not textured.

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Asd417

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Mar 20, 2016
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Fixed a spawnpoint that was inside a player brush.
Changed Fog setting slightly
Fixed tank spawn path for all the pop files included in the download.
Hopefully more optimized now.
Fixed some unsolid props to be solid.
Fixed bot path.
Clipped some ledges.
More details

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