Shiver Peak

MVM Shiver Peak RC3_f

Fillmore

L5: Dapper Member
Jul 20, 2014
226
137
A lot of times this post is just a repeat of the Overview, so I will instead use this post to list all the spawns and other tat for mission makers, since I forgot to list a .txt file for it

//Spawns
spawnbot
spawnbot_mission_sniper
spawnbot_flank

/Relays
wave_start_relay //Just turns off bomb markers
wave_start_relay_endurance // Adds return timer on bomb
wave_finished_relay // Calls new bombpath when called, often when wave ends
bombpath_straight_relay //Force the map to pick a bombpath that goes straight (Use InitWaveOutput with this and don't have wave_finished_relay)
bombpath_zz_relay //Force the map to pick a bombpath that zigzags (Use InitWaveOutput with this and don't have wave_finished_relay)
bomb_relay // Adds a second bomb when Triggered, use FirstSpawnOutput or LastSpawnOutput with this
boss_spawn_relay //Plays a sound when the Tank spawns
boss_dead_relay //Plays a sound when the Tank dies
boss_deploy_relay //Blows up the hatch and ends the wave when Triggered, Tank needs this to do its thing

//Tank Starting Node
tank_path_1

//Nav_prefer routes
flank_left
flank_right
flank_upperleft
Here's a nice picture to illustrate how those routes go.
 
Last edited:

Fillmore

L5: Dapper Member
Jul 20, 2014
226
137
  • Added some detailing at the hatch and left-side OOB area
  • Added Ironman difficulty
  • Added missing overlays for item kits
  • Added an additional bombpath marker
  • Added relays that let you decide between using the straight or zigzag bombpaths for mission makers
    • bombpath_straight_relay
    • bombpath_zz_relay
    • Use InitWaveOutput for them
  • Removed all remaining dev-textures
  • Removed the smoke particle from the OOB chimney
  • Snow particles now use collision (no more snow inside buildings)
  • Fixed some odd-looking lighting at the front
  • Fixed a case where money could get stuck in the hatch
  • Fixed the hatch exploding comically slow after the bomb is deployed
  • Fixed a navigation goof at the front
  • Fixed a clipping error at mid
  • Fixed the wrong hologram turning on when a bombpath is selected
  • Addressed a light source coming from nowhere
  • Adjusted a cubemap that was more high-res than it needed to be
  • Adjusted the Tank pathing a touch
  • Adjusted some kits at the hatch area and at the front
  • Moved alot of things
Mission changes:
Intermediate

Wave 3
  • Added another Tank
Wave 4
  • Removed crits from the Support 1 Scouts
  • Reduced Soldiers:
    • Spawncount lowered to 5 from 6
    • TotalCount lowered to 35 from 42
Wave 6
  • Added Engineer Support
Advanced
  • Added Sniper support to all waves after Wave 1
  • Switched Wave 3 and Wave 4 around
  • Redesigned waves 5 and 6
Wave 3
  • Gave banner support for Giant Dumpster+Med combo
  • Added Sniper Support
Wave 4
  • Replaced Giant Deflector with Sir Pipesalot
  • Added Sniper Support

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Gadget

aa
Mar 10, 2008
539
538
I haven't actually played the map but the layout seems good. There's a bunch of errors in the console you might wanna fix.
mvm_shiverpeak_b20000.jpg

Also I didn't understand why you haven't opened up that one building, it'd really help with the flow.
mvm_shiverpeak_b20001.jpg
 

Fillmore

L5: Dapper Member
Jul 20, 2014
226
137
I haven't had folks give a line drawing earlier but I presume the above thing intends the black lines as a connecting area between mid and that left-side doorway?
 

Fillmore

L5: Dapper Member
Jul 20, 2014
226
137
  • Added 3d Skybox
  • Added a connector area at mid
  • Added more overlays for item kits that were previously forgotten
  • Improved clipping at the interiors near hatch
  • Adjusted Navigation Mesh to address a couple of spots where Robots and/or Giants got stuck

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Fillmore

L5: Dapper Member
Jul 20, 2014
226
137
  • Moved some item kits that were in front of the new doorway
  • Adjusted Navigation Mesh at the edges of the front to attempt to fix a case where money could fly into the spawn if a Robot died in the air
  • Forgot to mention from previous version:
    • Relaxed nav_avoid restrictions at the front to let the nav_prefers there actually work

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Fillmore

L5: Dapper Member
Jul 20, 2014
226
137
  • Fixed a clipping mistake near a fence at the middle area
  • Toned down the amount of collision-using snow particles
  • Added a relay that lets you spawn a 2nd bomb (uses 35sec timer)
    • relay is called bomb_relay because I'm lazy, use First or LastSpawnOutput to call it

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Fillmore

L5: Dapper Member
Jul 20, 2014
226
137
  • Adjusted displacements near the Tank tunnel to fix a case where Tanks shoved players inside displacements
  • Attempted to fix a case where once in a blue moon a Robot will get stuck in the ground at their spawn
  • Made something louder

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Fillmore

L5: Dapper Member
Jul 20, 2014
226
137
  • Fixed the floating planks by calling a priest
  • Fixed a nav connection having Giants get stuck by getting too intimate with corners
  • Fixed a case where bots could get trapped in their spawnroom
  • Added an Expert mission, from The One of Wonders

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Jack5

L4: Comfortable Member
Apr 6, 2018
189
37
This map appears to be missing HUD textures. Here are all of the textures that are missing:
  • Advanced, wave 5/7, icon 1
  • Advanced, wave 6/7, icon 10
  • Advanced, wave 7/7, icon 6, 7 and 8
  • Expert, wave 1/4, icon 8 and 9
  • Expert, wave 3/4, icon 13
  • Expert, wave 4/4, icon 5, 6, 7, 12, 16, 18 and 21
  • Ironman, wave 2/3, icon 2
  • Ironman, wave 3/3, icon 9 and 10
 

Fillmore

L5: Dapper Member
Jul 20, 2014
226
137
Did you install the materials as well?
 

Jack5

L4: Comfortable Member
Apr 6, 2018
189
37
Yes, all of the materials contained in the download were added to my TF2 before I checked the map, there are still missing materials in the HUD.
 

Fillmore

L5: Dapper Member
Jul 20, 2014
226
137
  • Replaced snow materials with noparticle variants in the bot spawn for performance reasons
  • Some other changes done for performance reasons
  • Adjusted clipping to fix a case of bots getting stuck in spawn again
  • Added an Expert mission, Shudder

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