• Center Save Changes Reset

MVM Powerplant RC1 (Reupload)

By Gadget

  1. Gadget

    aa Gadget

    Messages:
    492
    Positive Ratings:
    408
    • Thanks Thanks x 1
  2. Gadget

    aa Gadget

    Messages:
    492
    Positive Ratings:
    408
    • Fixed world clipping allowing players to get on top of the skybox
    • Removed the blue container from the main factory hall area
    • Minor detailing changes
    • Tweaked the lighting
    • Tweaked fog settings

    Read the rest of this update entry...
     
    • Thanks Thanks x 1
  3. EArkham

    aa EArkham Necromancer

    Messages:
    1,547
    Positive Ratings:
    2,133
    We played expert on this earlier with the MvM Potato/Iron Gauntlet group. Really good map, actually. Great, easy-to-learn layout. Had a lot of fun jumping around various areas as scout.

    The expert waves felt pretty good to me, though bear in mind I don't have a ton of MvM experience. Maybe the arrival of the tanks in the last wave could be spaced out just a touch, but I'll leave those sorts of suggestions for Spycrab.

    I was concerned the map might be too small to fight off the waves, but that wasn't a problem at all.

    Looks like you already addressed the lighting as I don't remember seeing any super bright spotlights. In fact, the whole map looked really great. So overall I don't have much feedback other than "great job!"
     
    • Thanks Thanks x 1
  4. Gadget

    aa Gadget

    Messages:
    492
    Positive Ratings:
    408
    • Fixed some prop clipping issues
    • Fixed tank spawn sound playing multiple times
    • Added a fence next to the tank path in the middle of the map
    • Minor detailing changes

    Read the rest of this update entry...
     
    • Like Like x 1
  5. Gadget

    aa Gadget

    Messages:
    492
    Positive Ratings:
    408
  6. Gadget

    aa Gadget

    Messages:
    492
    Positive Ratings:
    408
  7. FunkEdge

    FunkEdge L2: Junior Member

    Messages:
    86
    Positive Ratings:
    18
    could i ask how big the map is in hammer units? working on my first MVM map and have no idea of scaling for this game mode.
     
  8. Hydrogen

    Hydrogen MvM Maniac

    Messages:
    84
    Positive Ratings:
    196
    I'll let @Gadget answer this more precisely when he gets a chance, but from what I remember when writing the pop files for this map, it's about the size of decoy. Use the Valve maps to get some idea for the scale, but don't overscale your map too much. You have short maps like decoy to medium-sized ones like coaltown/mannworks and long ones like bigrock (the biggest Valve map in TF2). The bigger your map is the longer (and more harsh) your waves will have to be.
     
    • Thanks Thanks x 1
  9. Gadget

    aa Gadget

    Messages:
    492
    Positive Ratings:
    408
    Here's a screenshot from Hammer, the squares are 1024x1024 units. The best way to get the size right is to decompile some of the mvm maps and have a closer look. You should also measure the walking distances in seconds from the spawn to the bomb pit (or other routes), preferably with the Heavy since he's the slowest.

    [​IMG]
     
    • Thanks Thanks x 4