Shipper

MVM Shipper B4 (Reupload)

Bazooks

L2: Junior Member
Dec 31, 2016
84
27
.....Yay? Not Yay? Yay? Yaaay? Not Yay? I don't even know anymore!
Here's a better idea: Find the changes yourself.

Changes include:
-Soundscapes now actually work
-Cubemaps now actually appear
-Textured and detailed more stuffs
-Improved clipping
-Improved navigation
-Improved Hatch
-Now it's explosion actually hurts
-Added more areaportals
-Improved the ground
-Fixed some overlays not appearing
-Improved pickups
-Disabled some door shadows
-And other stuffs waaaaaaay too minor to be listed.

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Bazooks

L2: Junior Member
Dec 31, 2016
84
27
I've compiled my map 8 times today... And everytime I do, I forget something.
So there might be slight nodraw exposures on the map... But I've compiled too many times today to care anymore.
I'll pack them with future updates.

Changes include:
-Beta.
-Advanced wave 7 no longer has teleporters.
-Nothing else really major.




.......I wonder if salt mines' net worth are skyrocketing this Summer. You get what I mean?

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Fillmore

L5: Dapper Member
Jul 20, 2014
224
137
You forgot to rename the missions to fit the map version

EDIT: Actually now that I look a bit more at it, even the map version says a9.
 
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Bazooks

L2: Junior Member
Dec 31, 2016
84
27
Is there a chance for redemption...? Or is there none...?

B2 Changes include:
-Improved 3D skybox
-Fixed some nodraw exposures
-Improved cubemaps
-Minor changes to advanced
-...And a bunch of stuffs not worth listing

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Bazooks

L2: Junior Member
Dec 31, 2016
84
27
Day 1945348, still waiting for my map to get tested.
Uses an external download link because apparently TF2Maps won't let me upload it.

Changes include:

-Fixed some lighting bugs
-Fixed some more nodraw exposures
-Updated briefing screen
-Added map photos
-Fixed soundscapes not working due to naming problems
-Slightly managed advanced's cash
-Improved cubemaps
-Improved skybox
-Greatly improved navigation, and fixed it's bugs.
-Added some more props
-Added some extra pickups
-Bottom right path now can be flanked
-And other stuffs way too minor to be listed.

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Fillmore

L5: Dapper Member
Jul 20, 2014
224
137
I think you forgot to pack the map photos in:
401245325B22336DD0D3FD40F72DD1A58F51ABEA
 

Fillmore

L5: Dapper Member
Jul 20, 2014
224
137
We did both your missions today, as a matter of fact. In case you don't have the demo site marked up somewhere, you can take a look in here and find our playthroughs and feedback.
 

Bazooks

L2: Junior Member
Dec 31, 2016
84
27
I currently do not have access to Hammer(Personal problems, don't ask). And just in case if this goes on until the deadline(Which is close), I updated the advanced mission.

(Mostly slight changes, but the main point is to nerf the final boss. Greatly)


Honestly though, if anyone would like to collaborate and help, even if it's just compiling my manually-coded .vmf file and building cubemaps, it would be greatly appreciated.

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Bazooks

L2: Junior Member
Dec 31, 2016
84
27
Ignore everything I said before, that *wasn't* me.

B4 Changes include:
-Reworked Holy Giant Medics
-Apparently it can't have Blast/Fire uber in it's current state (Wait 20 seconds after dropping from spawn, ubers quick-fix for 20 seconds and pop bullet invuln too for the rest of it's life)
-It's now pretty much a vaccinator 5000 HP giant med with 25 health regen

-Reworked the train
-It is 6 times slower and starts braking earlier

-Added some roofs
-Modified the "shack" roof
-Improved map photo
-Changed some textures
-Fixed some cases where bots get stuck at some props
-Improved cubemaps
-Improved soundscapes
-Removed the doors on the manor props
-Custom prop; It still has the shadows of it, but I plan on making it look like, what is it called again... 2 horizontal doors like in setup?
-Replaced the unsatisfyingly oddly not-rolling oil barrels at the bot spawn building to crates
-And some other stuffs that I forgot.

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