MVM Sanctum Fortress A5

Start preparing for the attackers... By building defensive towers!

  1. ⁽ᴵᴰᴳ⁾CaptainRussia94

    aa ⁽ᴵᴰᴳ⁾CaptainRussia94

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    Sanctum Fortress - Start preparing for the attackers...

    By building defensive towers!
    From the guy who brought you the technically impressive (but awfully designed) Preinvention!

    So this is a side project I've been working for a while now, and finally got the motivational boost to release the first build! It's a full-blown (sorta) tower defense in tf2! No plugins, no mods, all done with hammer.

    It comes with a 5-wave mission that throws unusual robots at the player, I got no idea if it's balanced yet.

    Outside of the popfile, all custom content is packed in, so it should be auto-downloader friendly.

    Every thing you need to know how to play the map is explained in your spawn room, have fun!
     
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  2. That's the plan

    That's the plan L4: Comfortable Member

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    Quick question: what am I supposed to do with the script file included?
     
  3. ⁽ᴵᴰᴳ⁾CaptainRussia94

    aa ⁽ᴵᴰᴳ⁾CaptainRussia94

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    Script is the popfile, which is the mission that defines the robots and the waves
    extract everything to Steam\steamapps\common\Team Fortress 2\tf, the .pop file should go into
    Steam\steamapps\common\Team Fortress 2\tf\scripts\population
    when you load into the map it should auto load the mission, if you have 0 waves you didn't install it right.
     
  4. ⁽ᴵᴰᴳ⁾CaptainRussia94

    aa ⁽ᴵᴰᴳ⁾CaptainRussia94

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  5. deluxghost

    deluxghost L1: Registered

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    good map and custom mode!
     
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  6. deluxghost

    deluxghost L1: Registered

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    looks like robots get hp regen too fast
     
  7. ⁽ᴵᴰᴳ⁾CaptainRussia94

    aa ⁽ᴵᴰᴳ⁾CaptainRussia94

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    Yeah the long path kinda allows the bots the ability to level up the bomb, got an idea how I can rework that?
     
  8. deluxghost

    deluxghost L1: Registered

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    i havent test map with my friends yet, so no better idea XD
    and another thing, is it possible to add a bomb deployed counter hud? i think we need such info
     
  9. Yakibomb

    Yakibomb L4: Comfortable Member

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    Hey! I like your idea of a DIY defense. It seems really fun, if I had people to play with!

    Since I haven't really had a real stress test with people, I can't say much with validity. That said, I really don't like that the robot Snipers kind of have a huge advantage being able to see over the entire field, because of that they're really annoying and unfun. I would add more cover, or a closer spawn area.

    Also I got a bug:
    - Dispenser (called Despenser in the map) does not heal nor give ammo when placed with the intel.


    I hope you don't mind of me taking it upon myself to give some design suggestions:
    - If you want, force players begin the wave to start their base setup, while having a countdown timer. I understand there is a bug with MVM and "item_teamflag"s, where you can't pick up the flag before the wave begins (thus you can't setup the sentries, dispensers, towers, etc). I'm afraid there is no way around this, except starting the wave.
    - So, I would suggest using robot template that uses "Attributes UseBossHealthBar" and have it degenerate health. When the robot dies, then the wave begins. This lets popfile writers customize how long or short the wave setup is. You could even go as far as checking the HP of the robot, then calling out a "The wave starts in 30 seconds!" or something along those lines. I'm sure there is a way to check for player HP using math_counter and math_compare, but I would have to look into it!
    - Also, maybe you could add a custom relay to change the number of starting Tower Credits players receive on wave 1 and beyond.

    These are just suggestions, no need to take them or respond. I just really like this idea and want to see it succeed!

    Good luck! And have fun mapping!
     
  10. ⁽ᴵᴰᴳ⁾CaptainRussia94

    aa ⁽ᴵᴰᴳ⁾CaptainRussia94

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    Yeah I kinda figured the snipers would be unfun, not sure how to fix that as is. Maybe limit the areas they can snip from on the balcony?

    yeah the dispenser, that's broken it seems, it was a last minute thing tbh. I'll see what I can do
    I can't really allow popfile writers (i'm flattered people want to make pops for this!) to have different starting credits, what I CAN do is add relays for different credits earned after the wave, and prehaps change if the bomb resets should give credits or not.
    The count down idea is nice, but I'd rather give players as much time as they need by default, however I could add a robot tag that forces the doors open after it dies who want that option. That's an idea! Maybe for harder missions to enforce better planning?

    Would love testing <3

    bomb deployed counter? You mean a number of how many bombs there are out?
    It is possible but there is a text limit I have to work around, so be aware of that
     
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  11. BigfootBeto

    aa BigfootBeto Too obsessed with perfection

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    looks neat
     
  12. ⁽ᴵᴰᴳ⁾CaptainRussia94

    aa ⁽ᴵᴰᴳ⁾CaptainRussia94

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    --added:
    adv_tftd, another mission, this time showing off the ability to give fixed tower credits after waves, no bomb reset tower credits, and a timer before the doors open and the wave starts.
    --use wave_start_relay_nobombcredits to make the current wave give no tower credits on bomb reset
    --use wave_finished_relay_10credits
    wave_finished_relay_15credits
    wave_finished_relay_20credits
    wave_finished_relay_25credits
    wave_finished_relay_30credits
    to use tower credits after a wave that isn't 5 tower credits


    --changes
    -removed dispenser pickup, and replaced it with a resupply locker you can deploy.

    --mission: adv_fpstd
    -waves now give 5 tower credits after the wave, they gave 10 before (the rules say they give 5 so my bad)
    -sniper missions have a much longer cooldown, and wave 4-5 missions even longer

    Read the rest of this update entry...
     
  13. ⁽ᴵᴰᴳ⁾CaptainRussia94

    aa ⁽ᴵᴰᴳ⁾CaptainRussia94

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    Lets see:

    RD bots now spawn from bombs dropping and 10 spawn per reset on the 5 main bombs, they go for the hatch. Don't get overwelmed!
    2 new trap types: Croc traps instantly kills and collects money, but only works on non-bomb and non-giant bots. Ghost trap spooks foes.
    Gatebot trap now emits a blast that does 200 damage to RD bots when it triggers
    Balance changes to the missions, and cost of the lv2 sentry decreased to 3 and HP increased to 1500
    Players move 50% faster when they leave spawn

    Alot of other things I may have forgotten

    Read the rest of this update entry...
     
  14. ⁽ᴵᴰᴳ⁾CaptainRussia94

    aa ⁽ᴵᴰᴳ⁾CaptainRussia94

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    //Changelog A5

    //Added low gravity during wall building phase for red team, to help non-jumper classes get atop
    //Fixed buildings not being able to be built after wave
    //Fixed upgrade room not working
    //Fixed Gatebot trap stunning giants
    //Fixed some traps not properly reducing the tower credits and breaking the system
    //Walls can now be resold during the wall phase, also fixed an error relating to the nav (I couldn't make the buttons melee-only, but I did make it so your not going to buy walls by mistake when the wave is over)
    //Removed Engie hints off each wall, no more stuck engies
    //The wave now pauses bot spawning shortly after it starts, so spies and shit won't harrass players, but to allow important bots like the time's up to spawn
    //Moved the Tower Credits on the HUD to the far left so it isn't blocked by the sweer "X killed BLUE ROBOT" spam
    //Ghost trap now properly animates and doesn't stun giants
    //walls have been altered a little to make the nav work

    //Changed the towers a bit, to make the nav work

    Read the rest of this update entry...