Production

MVM Production RC6

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Suna

Desert theme enjoyer
aa
Nov 10, 2017
383
527
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

Desert theme enjoyer
aa
Nov 10, 2017
383
527
+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

Desert theme enjoyer
aa
Nov 10, 2017
383
527
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

Desert theme enjoyer
aa
Nov 10, 2017
383
527
+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

Desert theme enjoyer
aa
Nov 10, 2017
383
527
This update is primary based around making the bots work better around the map.

-Removed truck
+Improved mission balance and performance
+Added small wall to ramp near robot spawn
+Optimised bot nav
+Added additional engineer spawn locations
+Misc bug fixes

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Suna

Desert theme enjoyer
aa
Nov 10, 2017
383
527
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

Desert theme enjoyer
aa
Nov 10, 2017
383
527
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

Desert theme enjoyer
aa
Nov 10, 2017
383
527
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

Desert theme enjoyer
aa
Nov 10, 2017
383
527
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
31
Would love to give this map a shot, although I'm a little sad that it only has one mission.
 

Suna

Desert theme enjoyer
aa
Nov 10, 2017
383
527
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
220
130
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