MVM Production RC6

Seize the means of destruction

  1. Sandwhip

    aa Sandwhip

    Messages:
    160
    Positive Ratings:
    75
    How did I do this [​IMG]
     
    • Funny Funny x 1
  2. Sandwhip

    aa Sandwhip

    Messages:
    160
    Positive Ratings:
    75
    +Improved skybox/OOB visuals
    +Reworked spawn to be less confusing (and look much better)
    +Reworked the warehouse section to be a proper route
    +Improved detail around the munitions building
    +Improved road at tank spawn
    +Fixed robots spawning within view of players
    +Fixed clipping issues
    +Mission Improvements


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

    aa Sandwhip

    Messages:
    160
    Positive Ratings:
    75
    • Thanks Thanks x 1
  4. deluxghost

    deluxghost L1: Registered

    Messages:
    25
    Positive Ratings:
    8
    Split wave 5 in half, adding a 6th wave

    no?
     
  5. Sandwhip

    aa Sandwhip

    Messages:
    160
    Positive Ratings:
    75
    yes
     
  6. Sandwhip

    aa Sandwhip

    Messages:
    160
    Positive Ratings:
    75
    • Thanks Thanks x 2
  7. Sandwhip

    aa Sandwhip

    Messages:
    160
    Positive Ratings:
    75
    Isn't it funny how I've seemed to update each area one-by-one? Glad that's all done and there's no areas left that have barely changed since alpha.

    Wait, that doesn't seem right.












    (Major update coming soon, in case you couldn't tell)
     
  8. Sandwhip

    aa Sandwhip

    Messages:
    160
    Positive Ratings:
    75

    Been working on this one for a while now, hopefully this goes without a hitch.
    • Greatly improved visuals at the 'front' area. It's pretty much a complete rework.
    • Tanks can now spawn at gate B
    • Sniper bots now spawn in tank tunnel.
    • Sentry busters now spawn in gate A.
    • Each gate can now be opened separately mid-wave. (Actually, they MUST be opened mid-wave, as they no longer open automatically when a wave starts.)
    • Detailing changes to the Distillery and the adjoining flank.
    • Optimisation pass, as it seems like past-me forgot what a func_detail was.
    • Altered engineer spawn points, and fixed some that were previously non-functional. Also, removed teleporters from engi bots that spawn close to the hatch.
    • Fixed several bomb-stuck spots. (What is this, a CS:GO map?)
    • Added an extra bomb for those who want it. (You can enable it through second_bomb_enable/second_bomb_enable_ironman, they will be disabled each wave by default.)
    • Navigation improvements, mainly around the train. It should now be easier to kill bots with it now.
    • Sniper bot improvements. Expect them to be more effective now.
    • Altered location of some pickups.
    • Moved a fence at the 'front' to the corner of the ramp, in an attempt for better cover.
    • Moved the two barrel props at the ramp platform to the main area so snipers don't get fucked over by the new fence placement.
    • The 'generator platform' has been replaced by a small building with a window.
    • Replaced the awful train sign with a proper, non-train sign.
    • Some robot spawn locations in both missions have been changed to work better with the separate gate opening mechanic.
    Assuming no-one finds any game-breaking bugs, this will be the final update. Thanks to everyone who playtested, especially the people over at potatos mvm who helped a lot with the mission creation process.
    Hopefully, you never saw this coming; as it's your last surprise.

    Fun map facts:
    • The map has doubled in file size since A1
    • A total of 22 missions have been created (mostly early versions of DD and FF)
    • 69 bugs fixed (nice)
    • Fastest speedrun is 19:31
    • 2136 complaints from Hell-met
    • A ton of fucking robots destroyed
    (For real though please let me know if anything's broken)


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