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
+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 Read the rest of this update entry...
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 Read the rest of this update entry...
+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 Read the rest of this update entry...
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 Read the rest of this update entry...
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 Read the rest of this update entry...
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 +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 Read the rest of this update entry...
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?) Read the rest of this update entry...
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. Read the rest of this update entry...
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 Read the rest of this update entry...
Fixed a few nav problems, and stopped spies from spawning in red spawn Read the rest of this update entry...
Finally got accepted into madness vs. machines! (and realised I hadn't updated here for a while, lol) Pretty much just mission re-balances Read the rest of this update entry...
Could you consider clipping this window a bit better, I keep getting stuck against it while fetching ammo and it's driving me bonkers