Paradigm

MVM Paradigm b2

Freyja

aa
Jul 31, 2009
3,011
5,839
A basic MvM map. Set in a jungle.

Thanks to heyo for the jungle assets.
 
Last edited:
Mar 23, 2010
1,874
1,699
i like bridges. also someone should donate a mvm server or something. i might be able to get one from someone but probably not.
 

Freyja

aa
Jul 31, 2009
3,011
5,839
I hope that's sarcasm.

We tested tonight. First area is a funnel of death for the robots. Really easy. Until the scond tank spawned on the hatch.
 

NoHeroes

L2: Junior Member
Oct 16, 2008
94
53
It would be great to see a Christmas-themed map ;-)
 

Freyja

aa
Jul 31, 2009
3,011
5,839
I I thought its bug.
How do we must to stop it? 6 eng?

It's a bug in the population file. If you want to fix it yourself so you can play on a2, open the file, scroll down to wave 8 and find:
Code:
		Tank
		{
			Health 20000
			Speed 75
			Name "boss"
			Skin 1
			StartingPathTrackNode "boss_path_a1"

change boss_path_a1 to boss_path_a_1

I will of course fix this for a3 :)
 

dyadko

L1: Registered
Aug 19, 2012
16
3
It's a bug in the population file. If you want to fix it yourself so you can play on a2, open the file, scroll down to wave 8 and find:
Code:
		Tank
		{
			Health 20000
			Speed 75
			Name "boss"
			Skin 1
			StartingPathTrackNode "boss_path_a1"

change boss_path_a1 to boss_path_a_1

I will of course fix this for a3 :)

Thanks. I'll try tomorrow. Map is cool.
 

AxiomaticFrood

L1: Registered
Aug 18, 2010
22
9
I still feel the map may be a bit too large, but I think the overall layout has a lot of potential with tweaks. The main thing is that the map has a couple areas that were largely unused, and the upper route (that the bots come out of) seems a bit out of place since it basically runs behind the bulk of the map.

I think it may be a good idea to focus on the sort of "figure 8" style path, since that is kind of central to the layout.

In this picture I would likely move the bot entrance on the left to the right side under those trees, and get rid of that area altogether.
 

Freyja

aa
Jul 31, 2009
3,011
5,839
I updated it, changed the starting area some and did a new pop. file to make it a bit harder. Also, tweaked some nav stuff.
 

Sayaka Miki

L1: Registered
Aug 20, 2012
1
0
People put a sentry on the train, near where the bots spawn. It's very hard for the bots to kill, Sentry busters cannot reach it.

(Played a2) - GAME TOO EASY.

Maybe add another Entrance for bots?
 

dyadko

L1: Registered
Aug 19, 2012
16
3
Try a3, very nice. Now its hard :)
But on last wave server crashed and start to restart :(

server said:
WaveSpawnPopulator: Can't find target entity 'boss_spawn_relay' for FirstSpawnOutput
PreMinidumpCallback: updating dump comment
Uploading dump (in-process) [proxy '']
/tmp/dumps/crash_20120820221322_1.dmp
success = yes
response: CrashID=bp-c0a9c5b6-c8b9-4ea4-b583-955cf2120820
 

dyadko

L1: Registered
Aug 19, 2012
16
3
Did it crash at the start of the wave, or when the tank spawned?

In the middle of the wave i think. Don't remember that we killed tank, so it can be tank spawn time.

UPD. First sentury buster spawn and we got crash.

And 1 question, can you do more waves?
 
Last edited:

Freyja

aa
Jul 31, 2009
3,011
5,839
No, I figured out what it was, it's a problem in the map. I hope to have a4 up pretty soon, with some major changes and lots of bugfixes! I reccomend just waiting until then.
 

Freyja

aa
Jul 31, 2009
3,011
5,839
https://dl.dropbox.com/u/2347130/paradigm/mvm_paradigm_a4a.zip


A4a:

Expanded starting area, added a new dropdown point for bots.
Bots now use the back half of the map more often.
Left flank now doesn't take the bots around behind you.
Different route for the bomb carriers work now.
Added another route for the bomb carrier that goes up the side.

Clipped the logs on the cart so you don't get stuck.

Added more variety into waves.

And fixed the broken tanks, hooray!
 

L s D m T

L1: Registered
Aug 24, 2012
2
0
Great map it looking great btw! Thanks for all the work you have been doing. I have noticed a few bug that i have encountered.

-People building on top of train avoiding sentry busters, which causes that annoying tic-tok loop..

-Wave 5? when the Giant Medic/Heavy combos come out, first one came out fine. Almost made it to point.. waited about 1min of defending pyros and realized that the next wave of Giant Medic/Heavy combo was stuck behind the rock/tree where they drop down.. Happened to the one after that as well. Maybe just make that rock there apart of the cliff? so they drop down on it?

Again great work and cant wait to see future updates!! im running it on my NY server right now 108.174.61.193:27015