MVM ratrace

Discussion in 'Map Factory' started by Spipper, Apr 7, 2013.

  1. Spipper

    aa Spipper Former cheese man Gorgonzola

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    A MvM map, obviously.

    Now with popfile!
     
    Last edited: Jun 18, 2013
  2. Faux Rhinoceros

    aa Faux Rhinoceros Also known as Dr. Element

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    Looks pretty good.

    Deathpit looks a tad too powerful tho.
     
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  3. Idolon

    aa Idolon the worst admin

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    Looks good. A couple things:
    -Your ambient light is really low.
    -The two bot paths that split off from each other near the end are a bit weird, since one is distinctly easier (and shorter) than the other.
     
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  4. Spipper

    aa Spipper Former cheese man Gorgonzola

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    Jesus crunchy Christ, you guys are damn fast at giving feedback!

    Idolon: The long path is giving the robots a height advantage and a direct dropdown to the hatch, so i hope that compensates for the long walk. The ambient light, however, will be improved soon!

    Dr. Element: Yeah, thats very possible.
     
  5. Tarry H Sruman

    Tarry H Sruman Large Orphanage Proprietor

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    I will read this as raytrace forever
     
  6. Prestige

    aa Prestige im not gay anymore

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    looks cool as h*ck
     
  7. Spipper

    aa Spipper Former cheese man Gorgonzola

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    Good news everyone!

    Most of the logic and nav. is done and is working surprisingly well! The robots are acting as they should, and they are actually following the paths!

    Right know, I only have three obstacles between me, and releasing this huge, smelling, chunk of manliness to the public:

    1. Every time the Tank spawns, the game just shuts down. No warning or error. Strangely, if I inset another couple of path_track the Tank begins to follow them instead, (and won’t crash the game) so I will try and rename them, and see if that works.
    fixed this issue by renaming all the path_tracks :p

    2. The forward upgrade station is working the first wave, but after you completed the first wave, it won't disable itself, so it just stays open and enabled. This is strange, because the other output the "Wave_start_relay" sends, is working fine.
    Fixed this issue too. The outputs was set to fire once only, which resulted in the broken forward upgrade station.

    3. Steampipe

    (BTW the ambient light is improved, so everything isn't dark anymore)
     
    Last edited: Apr 18, 2013
  8. Spipper

    aa Spipper Former cheese man Gorgonzola

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  9. Waffe

    Waffe L4: Comfortable Member

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    Very solid design indeed! I did find a minor issue with the second upgrade station, where you can accidentally trigger it when you're running past it (nothing big, just a convenience issue). Also, I think there is a little too much of health at the start (not the spawn but the other side); It may render medics useless.

    But anyways, can't wait to see it finished, looks awesome.
     
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  10. Spipper

    aa Spipper Former cheese man Gorgonzola

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    Thanks for the feedback mate! I agree with you on the amount of health at the robotspawn. I'm going to reduce it in the next release.

    About the forward upgradestation: Have you tried loading a popfile? The upgradestation won't disable itself, at the start of a wave, if an output isn't sent from the popfile.
     
  11. Waffe

    Waffe L4: Comfortable Member

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    So the station disables itself when a wave starts? (If so, then nevermind :))
     
  12. Spipper

    aa Spipper Former cheese man Gorgonzola

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    Version a1a released! This version contains following changes:
    Code:
    - Added another dropdown for robots
    - Added another part for the tank
    - Added railing at the deathpit
    - Some other small changes
    - Finally added a popfile 
    
     
  13. TravisTouchdown

    TravisTouchdown L2: Junior Member

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    What have been playing the time out of this the past few days. Have you done any new work on it in the past little bit?
     
  14. Spipper

    aa Spipper Former cheese man Gorgonzola

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    Not really, since I have not been able to do a proper test with players. I'm, however, planning on doing a rather large overhaul of the bombhatch area, to make it more interesting, and unique.
     
  15. TravisTouchdown

    TravisTouchdown L2: Junior Member

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    I sent you a buddy request on steam. You can test your map with my server regulars if you want. I will even introduce you to some of the other server admin if you would like.

    Umm, one thing. Have you added any textures to your map?
     
  16. HolySnickerPuffs

    aa HolySnickerPuffs Bad at TF2, Loves Mapping For TF2

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    Sorry for bumping, bu will this ever update? I rather enjoyed it, and hope an a2 will come.
     
  17. Spipper

    aa Spipper Former cheese man Gorgonzola

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    I have a half-finished A2 somewhere on my computer, which "fixes" some issues, but I had not really planned an update. Mostly because I lacked feedback (I really sucked at gathering feedback and getting it tested) and I felt the geometry was a bit clumsy.

    Otherwise it's pretty rad to hear someone actually played AND enjoyed it, so an update is absolutely something I will consider.
     
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