Production

MVM Production RC6

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Suna

What's a greybox?
aa
Nov 10, 2017
416
627
Production - You get a tank, you get a tank, everybody gets a tank!

Currently uses an advanced rottenburg mission while the map itself is being worked on. Feel free to make your own missions for it!

Current (known) bugs:
-Sentry busters explode immediately after spawning

-Bots that spawn in 'loading zone B' will often choose not to leave. Walking close to the entrance fixes this in most cases.

-Spies can spawn at the very back at the map and stay there until a player is nearby
 

Suna

What's a greybox?
aa
Nov 10, 2017
416
627
+Added custom mission (advanced)
7 waves of torture

+Fixed bots getting stuck inside spawn B
+Fixed bots not receiving spawn protection in spawn A
+Fixed sentry busters exploding in spawn
+Added extra variation to bomb path in robot spawn area
+Fixed Cubemap-related errors
+Fixed some instances of aggressive prop-fade

Known issues:
Some bot icons in the mission are missing
Some bot holograms do not enable for the first wave

Plan for A3:
Mission balancing
Map layout tweaks
Substantial map detailing

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Suna

What's a greybox?
aa
Nov 10, 2017
416
627
Lots of stuff today lads

+Overhauled the robot spawn area's layout
+Added secret room
+Changed quantity, quality, and location of pickups
+Improved Sniper Bot nav
+Added new 'flanker' nav
+Overhauled large portions of the mission to actually be good (and named it)
+Changed quantity and location of some pickups
+Fixed holograms blocking projectiles
+Fixed clipping issues in the distillery
+Fixed multiple aggressive prop-fade issues
+Added train (as an environmental hazard!)
+Added A LOT of extra detailing
+Enlarged entrance doors in corridor
+Fixed bots getting stuck in walls after teleporting

Known issues:
Some bot icons in the mission are missing
Some bot holograms do not enable for the first wave
Train gates and lights don't work quite as intended

Plan for A5:
Mission balancing
Map layout tweaks
Additional map detailing
Multiple bug fixes
Train improvements

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Suna

What's a greybox?
aa
Nov 10, 2017
416
627
+Increased mission difficulty and generally improved it
Multiple points in the mission were far too easy for 6 competent players, so waves have been changed, buffed, and enhanced.

+Added new bomb and tank route through the warehouse
This should hopefully make it harder to defend as bots have additional avenues of assault

+Added small ramp in robot spawn area to make it easier for bots to reach players

The first area felt more like a tower-defence than anything else, and melee bots weren't threatening at all because of that.

+Changed Skybox and Environmental settings
Looks more unique now, i'd say.

+Fixed a LOT of bugs
Self-explanatory

20190629023218_1.jpg


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Suna

What's a greybox?
aa
Nov 10, 2017
416
627
This update is aimed towards making it easier for others to create missions for this map, as well as making some balance changes.

+Improved navigation mesh
Bots tended to get caught up in some areas, this should be fixed now.

+Added many new nav_prefer areas for mission-making
Check the diagram below for more info!

-Removed engineer-bot teleporter build points
The map was a bit too small for engie teleporters, so now they will only build sentries.

-Removed bomb route through warehouse
This route was considerably superior to the other routes, and defending this route was a bit too difficult. Robots can still travel through the route, but not bomb-bots. See below for more info.

+Added door to warehouse route
This door blocks off the warehouse from the distillery, and is destroyed when a tank passes through it, opening up the route for other bots. (But not the bomb). Because of this, I recommend having tanks spawn late in the wave if you're planning on making any missions for this map.

+Added more detail
Mostly windows lol

+Increased train damage
The train only did 4000 damage per second in the previous version, which is nowhere near enough to insta-kill most giants. Damage value has been raised to 50000 per second. Additionally, the trigger_hurt volume has been increased.

+Made multiple balance changes to the mission
Some waves were too easy, some were too hard. Should be as least a little better now.

+Several clipping improvements

+A ton of bug fixes


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Suna

What's a greybox?
aa
Nov 10, 2017
416
627
Been a little while since the last update, huh?
This update is a bit of everything, a bunch of detail, gameplay, and support changes have been made.


+Improved navigation mesh
Bots (still) tended to get caught up in some areas, this should be fixed now.

+Added extra detail
This includes many areas, including out-of-bounds and skybox.

+Optimisation pass
This is the first stage of optimisation, areaportals and the like will be next.

+Made multiple balance changes to the mission
I'm pretty happy with the mission as it is now, likely only needs some minor changes now

+Added extra 'for-fun' mission
This mission is very broken and awful.
I encourage you to get 6 players and max out all upgrades for this mission, then it's pretty fun
Neko


+Several clipping improvements

+A ton of minor bug fixes

+Probably a bunch of other things I can't recall


Known issues:
Some bot holograms do not enable for the first wave (jeez, when am I gonna fix this?!)
New mission is shit

Plan for next version:
Changes as a result of player feedback
happy_creep


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Suna

What's a greybox?
aa
Nov 10, 2017
416
627
It's 5am so i'll make this quick

+Mission improvements

+Added extra detail
Pretty minor stuff, mostly just improvements to existing detail

+Optimisation pass (stage 2)
Areaportals and other stuff

+Made multiple balance changes to the mission
I'm pretty happy with the mission as it is now, likely only needs some minor changes now

-Removed extra mission
Caused a few problems, so it's gone (for now)

+Some minor bug fixes

+Added extra support for mission creators

Known issues:
Some bot holograms do not enable for the first wave (jeez, when am I gonna fix this?!)

Plan for next version:
RC (maybe?)

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Suna

What's a greybox?
aa
Nov 10, 2017
416
627
Finally got a map to RC!

+Teleporters are back
Was kind of a stupid idea to remove them in the first place, seeing as how you can just choose whether engi bots build them or not through the popfile.
+Lots of extra detail
This includes sound, geometry, particles, lighting, areas, and more
+Mission Balancing
Mission is now final (though subject to a few tweaks)
+Skybox improvements

That's all folks.


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Jack5

L4: Comfortable Member
Apr 6, 2018
189
37
Would love to give this map a shot, although I'm a little sad that it only has one mission.
 

Suna

What's a greybox?
aa
Nov 10, 2017
416
627
This update had very little map changes, so it was pretty much just mission changes so i'll go into those in detail

Wave 1:
Removed giant shotgun heavies
Lowered spawn count for final subwave from 48 to 40 and increased spawncount from 2 to 4
Increased spy spawn rate

Wave 2:
Lowered bonk-flare-direct subwave spawn count and maxactive, increased spawn rate
Lowered cap'n demo amount from 4 to 3
Lowered cap'n demo damage bonus from 3 to 2
Replaced riot demos with GRU heavies, and increased spawncount from 4 to 5
Buffed battle engineer fire rate by 20%
Increased spawn delay on tank support from 4 to 5

Wave 3:
Removed black-box subwave

Wave 4:
Reworked initial subwave spawn system
FAN scouts now have crits, and increased spawncount

Wave 5:
Extended spawn delay for pyro support from 12 to 15 seconds
Reduced Heavy/Demo/Bowman subwave spawncount by a lot, and increased spawn delay from 1 to 2

Wave 6:
Reduced giant demoknight count from 4 to 3
Reduced stun soldier count from 36 to 27
Extended time between demo support spawn from 3 to 5 seconds, and reduced spawncount from 4 to 3
Reduced time between scout support spawn from 3 to 2 seconds, reduced maxactive from 4 to 3
Removed bowmen from randomchoice, spawning now manually handled

Wave 7:
Best bud bots fire rate + reload rate buffed by 20%, health reduced from 20000 to 18000
Reduced giant scout count from 6 to 4, and increased spawn delay from 6 to 8 seconds

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Fillmore

L5: Dapper Member
Jul 20, 2014
226
137
upload_2019-10-7_23-53-22.png

Could you consider clipping this window a bit better, I keep getting stuck against it while fetching ammo and it's driving me bonkers