Paradigm

MVM Paradigm b2

YM

LVL100 YM
aa
Dec 5, 2007
7,135
6,056
Is there any parts you found particularly not-fun?
Wave 1 as I pointed out contains nothing noteworthy and is just a slow trickle of scouts. Super boring and not particularly stimulating.

Are there any parts you found more difficult to defend than the rest of the map?
No

Do you like the snowy aesthetic?
Yes

Did you find the chokepoint near the start too powerful?
No

Did you find you never used a particular part of the map much?
No

Did you think that the bot paths were too spread out?
No

Do you think there needs to be a little more or less overall credit drops?
Honestly can't remember what credit drops were like, which probably means they're A-OK

Any other comments?
Get on with detailing, you have a good layout already and with MvM a perfect layout is less important than a good popfile.
 

kimoto

L1: Registered
Aug 28, 2012
5
7
Reply to "Any other comments?"

I have 5 MvM Server in Japan. These server always runnning (24h / all day)
I counting played/win/lose each maps. Following table is my server's statistics.
+------------------------------+------+--------+---------+
| map_code | win | played | cleared |
+------------------------------+------+--------+---------+
| mvm_processing_v3 | 29 | 33 | 87 |
| mvm_hangtown_v1_2 | 26 | 30 | 86 |
| mvm_open_final_swamp | 69 | 87 | 79 |
| mvm_decoy | 60 | 82 | 73 |
| mvm_mountain_b3 | 26 | 36 | 72 |
| mvm_hangtown_v1_3 | 14 | 20 | 70 |
| mvm_manncohq_v3 | 30 | 43 | 69 |
| mvm_degrootkeep_b1 | 29 | 46 | 63 |
| mvm_fakeout_a2 | 30 | 47 | 63 |
| mvm_15wave_of_the_dead_2_fix | 81 | 129 | 62 |
| mvm_beartrap_a2 | 32 | 55 | 58 |
| mvm_coaltown | 26 | 46 | 56 |
| mvm_orange_x3 | 42 | 75 | 56 |
| mvm_volcano_a4 | 40 | 72 | 55 |
| mvm_mannworks | 16 | 30 | 53 |
| mvm_badlands_v2fix | 52 | 100 | 52 |
| mvm_monastery_a1 | 24 | 47 | 51 |
| mvm_Scream_Tv | 30 | 64 | 46 |
| mvm_strider_a6 | 15 | 43 | 34 |
| mvm_paradigm_a6a | 13 | 43 | 30 |
| mvm_open_final_industry | 31 | 102 | 30 |
| mvm_manndarin_final | 13 | 50 | 26 |
| mvm_diverge_b4 | 13 | 62 | 20 |
| mvm_gateway_rc1 | 6 | 32 | 18 |
| mvm_redbrier_b3 | 4 | 22 | 18 |
+------------------------------+------+--------+---------+
between from 2012-10-05 to 2012-10-15

"win" means players complete all waves.
"cleared" means win/played percentage.

paradigm_a6a is 43 team tried, 13 team complete all waves, but 30 team give up. (30% won)
This map is hard map in my public server. I played many times this map and i feel too. But I feel good map. I want complete textured version this map :eek:


EDIT:
Oh sry bad indent. pastebin version http://pastebin.com/vg0ygv71
 
Last edited:

Freyja

aa
Jul 31, 2009
2,995
5,813
18.jpg


I got sick of the snow. Snow is poopy.
 

tyler

aa
Sep 11, 2013
5,102
4,621
There's this but I doubt he's using it anymore. Good name for a jungle map.

Now also make the Mann Co base a factory that produces fun and games and we're set.
 
Mar 23, 2010
1,872
1,696

tyler

aa
Sep 11, 2013
5,102
4,621
the upgrade station didnt close between waves, and also you could build on top of the awning which was ridiculous. sentry busters couldnt get up to sentries above the invisible crates (pic below) because i think one of the doorways was too small. also waves of 150 scouts are boring, i think you need more giants. giant pyro would be good re: only you can prevent forest fires

http://puu.sh/1iHAR
Put a board here so the playerclip isnt so dumb

http://puu.sh/1iHAf
None of the beams on the map like this are clipped

http://puu.sh/1iHzY
z fights

http://puu.sh/1iHzC
umm

http://puu.sh/1iHyb
these crates arent solid

http://puu.sh/1iHxO
these fade too early, i would probably fade them when the player is behind the tree/fence just to the back of this shot because then they are blocked from view anyway

http://puu.sh/1iHxA
sew it up

http://puu.sh/1iHwM
you can get in here

http://puu.sh/1iHwG
you can get in here

http://puu.sh/1iHxm
the whole map is always rendered. i dont really know what you can do to stop this--maybe use some larger trees to house skybox pillars so you can areaportal things, or i dunno, you might have to change your geometry a lot more. i guess this is why your prop fades are so aggressive? i notice a lot of them

http://puu.sh/1iHyu
good looking ivy
 

Gadget

aa
Mar 10, 2008
531
527
I've just taken a look and I really like the theme. It feels very fresh and new.

I haven't played it with other people so I can't say much about the overall layout but it seems alright.

Here are some thoughts and nit-picking, hope it's helpful...

You have some props that are set to solid but don't have a clipping model - just set them to "non solid". Also there's an error related to a prop_dynamic:
mvm_paradigm_a90000.jpg


Adding a window here and/or using the doors from mvm_mannworks would make the spawns much more interesting from a visual point of view:
mvm_paradigm_a90001.jpg


You've got to add a ramp or stairs here. Don't force the players to jump - especially avoid crouch-jumping:
mvm_paradigm_a90002.jpg


It looks much better when displacements are properly sewed:
mvm_paradigm_a90003.jpg


This roof looks a bit weird:
mvm_paradigm_a90004.jpg


I know it's an alpha but if you properly align textures right when you're building a brush you don't have to go through the alignment process later on:
mvm_paradigm_a90005.jpg


You should add some stairs here to make it easier to reach the elevated area:
mvm_paradigm_a90006.jpg


Please align those rails:
mvm_paradigm_a90007.jpg


Check your bomb path arrows, they are not working correctly for all paths:
mvm_paradigm_a90008.jpg
 

Freyja

aa
Jul 31, 2009
2,995
5,813
The path arrows work fine. The bots just ignore the func_nav_avoids which, from all I can tell, is juts a problem in their AI, and I've not been able to fix it.
 

Gadget

aa
Mar 10, 2008
531
527
The path arrows work fine. The bots just ignore the func_nav_avoids which, from all I can tell, is juts a problem in their AI, and I've not been able to fix it.

I've had that problem too and just needed to make the brushes bigger.

And I've just tested it again: there is at least one path where no arrows are visible.
 

Freyja

aa
Jul 31, 2009
2,995
5,813
Updated

Fixed the broken tanks, I'm almost sure.
Also fixed a few broken clippings, some zfightings and somehow managed to rebreak the lighting on the leaves again. Sigh.

Also, the nav and pop file are packed in this time.