Steep

MVM Steep rc3a

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Idolon

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Feb 7, 2008
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-started artpass
-added engineer hints
-added more nav blockers
-added crates to jump up to cave flank (scout or jump height upgrade only)
-added medium health/ammo to hill building near the front balcony
-added normal popfile

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Idolon

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Feb 7, 2008
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map changes:
-more artpass

anticipated map changes:
-more artpass

normal popfile:
WAVE 1:
-fixed bug where second soldier wave gave too much money

WAVE 2:
-swapped scouts and heavies to change pacing of the wave
-demoknights enter sooner (from 30s wait to 10s)

WAVE 3:
-removed pyro mission because it didn't work how i expected

WAVE 4:
-changed giant pyro/flare pyro support to giant demo/demoknight support

WAVE 5:
-changed soldiers and pyros to support, reduced spawn rate

WAVE 6:
-scrapped wave and started over

WAVE 7:
-made bat scouts spawn more frequently and in larger groups

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Idolon

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Feb 7, 2008
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Updated advanced mission for a test tonight. Changes:

WAVE 1:
-heavy/vacc pairs spawn in smaller groups but more can be active at once
-heavy/vacc pairs spawn 10s sooner
-lowered maxactive on demomen, changed to support

WAVE 2:
-reduced buff banner soldier count from 30 to 24 for timing
-added engineer support

WAVE 4:
-first tank enters sooner (from 10s delay to 2s delay)
-second tank has same timing as before so tanks don't almost run into each other near the hatch

WAVE 5:
-added another crit solider squad
-changed FaN medics from QF to blast vacc
-added engineer support

WAVE 6:
-spread tank money across more tanks (was $200/4, is now $200/8 [$25 for first 8 tanks])
-reduced fast/flare pyro support count (from 48 to 42) for timing
-added boss healthbar to boss medic
-reduced boss health (from 60k to 45k)
 

Attachments

  • mvm_ido_a10_advanced.pop
    26.1 KB · Views: 368

Idolon

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Feb 7, 2008
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6,137
I'm not gonna bother updating this download to b1 because b2 is coming out later today. However, for completeness' sake, here's the changelog:

map changes:
-added 0 dmg trigger_hurt to tank exit so cash doesn't get stuck
-fixed deathpits probably!
-bulk of artpass is done or in a passable state. soundscapes, cubemaps, 3dsky, and more finely detailed clipping yet to be done

normal pop changes:
WAVE 2:
-increased maxactive on scouts so wave doesnt drag on if players fall back
-made demoknight support start spawning later, less frequently, in smaller groups
-heavies spawn in smaller groups but more frequently

WAVE 3:
-added spies

WAVE 4:
-changed giant demomen squad members from demoknights to heavies
-increased skill of giant demomen from normal to expert
-delayed giant demomen spawn (from 0s to 15s)
-lowered giant demomen payout from 500 to 300
-added subwave of 2 simultaneous giant burst demomen to end (payout 200)

WAVE 5:
-changed giant soldier spawn rate (from 20s to 30s)
-added tank

WAVE 6:
-added spies
-removed engineer
-added support scout to giant pyro subwave

WAVE 7:
-added engineer
-added support scouts to tank subwave

adv. pop changes:
-i think i changed stuff but i didnt take any notes!! you're welcome
 

Idolon

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Feb 7, 2008
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map changes:
-more artpass. 3dsky, soundscapes, cubemaps, spec cams, clipping, etc. are all done. map is ready to submit barring any popfile changes. phi is doing optimization for b3 (contest version)

normal pop changes:
ALL WAVES:
-changed max respawn time from 7 to 4

WAVE 1:
-reduced second subwave of soldiers from 20 bots to 15

WAVE 2:
-increased time between heavy spawns (from 4s to 6s)

images later because im busy!!!!

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Idolon

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Feb 7, 2008
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mvm_steep_b2_advanced_fix.pop:
WAVE 3:
-fixed cash (wavespawn that was meant to give $100 gave $120 instead)

WAVE 6:
-reduced tank health from 15k to 12k
-set tank support maxactive to 3 (previously none)
 

Attachments

  • mvm_steep_b2_advanced_fix.pop
    26.1 KB · Views: 332

Idolon

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Feb 7, 2008
2,123
6,137
Contest release!

map changes:
-optimization (thanks phi!)
-fixed nav blocker on hill route
-added doorframes
-widened stairs by hill building porch
-fixed water cooler

normal popfile:
WAVE 1:
-adjusted maxactive so wave doesn't drag on if players start lagging behind

WAVE 2:
-reduced demoknight count (spawncount/maxactive from 3/6 to 2/4)

WAVE 5:
-changed soldier/pyro support count (spawncount/maxactive from 4/8 to 3/6)
-changed soldier/pyro support ratio from 1:1 to 2:1 (2 soldiers, 1 pyro)

advanced popfile:
ALL WAVES:
-replaced fast pyros and soldiers with their normal speed counterparts
-increased payouts on wave 4 and 5 by $100 each to help teams who miss money with wave 6

WAVE 6:
-reduced tank health (from 12k to 10k)
-increased payout on tanks from $200/8 to $400/8 ($50 per tank for 8 tanks)
-increased spawn time on giant crit spammer soldiers (from 12s to 20s), reduced total count from 8 to 6 to compensate

mvm_steep_b30004.jpg
mvm_steep_b30002.jpg
mvm_steep_b30003.jpg
mvm_steep_b30005.jpg
mvm_steep_b30006.jpg


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Idolon

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Feb 7, 2008
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Release Candidate
The final version of this map, ideally. Post will be followed shortly by a separate download for pop/nav files.

Changes:
-various detailing updates and changes
-moved crates by cave flank so tanks don't clip through them
-added grate above spawn exit to hint at the existence of an upper balcony level
-adjusted cover around hatch area
-adjusted fence around cliff-side deathpit to make killing robots easier
-fixed some clipping exploits
-minor lightmap optimization

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Idolon

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Feb 7, 2008
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Popfile and Navigation Download
Attached to this post is a .zip containing a .nav file and three .pop files. You need these if you're running a server or you want to play the map on your own. You can check out the map without them, but no robots will spawn.

The .nav file should go in your tf/maps folder and the .pop files should go in tf/scripts/population.
 

Attachments

  • mvm_steep_rc_extras.zip
    163.3 KB · Views: 255
  • mvm_steep_rc2_extras.zip
    161.2 KB · Views: 512
  • mvm_steep_rc3_extras.zip
    164.3 KB · Views: 432
  • mvm_steep_rc3a_extras.zip
    164.7 KB · Views: 571
Last edited:

Fillmore

L5: Dapper Member
Jul 20, 2014
226
137
This map has quite a bit of locations where you can go out of bounds, you may want to check your clipping. There's one near the hatch, another near the hole in the top of the deathpit in the cave and another near the front (This was found by accident when our Pyro was launched there by a blast soldier)

I'll give you some screenshots later to help pinpoint those locations.
 

Idolon

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Feb 7, 2008
2,123
6,137
Dayal let me know about the out of bounds issues a while ago and I've fixed them - I just haven't gotten around to compiling and publishing the new version. Thanks for letting me know.
 

Dayal

L3: Member
Feb 8, 2017
123
293
Seeing this thread reminded me that you reminded me that I need to remind you on this thread that some sentry and teleporter nodes of a couple Engi nests are floating in the air.
 

Zeklyn

L2: Junior Member
Jul 30, 2016
80
21

Small bug with the skybox.
Shadowplay hates when one monitor is 4:3 and another one is in 16:9, which is why the quality of the vid is rubbish.
 

Idolon

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Feb 7, 2008
2,123
6,137
mvm_steep_rc2

Players and bots should no longer be able to escape the map, and engineer bots should build things on the ground instead of the air.

I have updated the existing pop/nav downloads post to include new files for rc2. You can also "get" the new files by just renaming your existing files, because that's all I did.

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Idolon

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Feb 7, 2008
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6,137
rc3

-Fixed bug where money would auto-collect at the front of the map
-Fixed clipping issue that allowed people out of the map
-Nobuilt awning at front of map, added nav so bots are more likely to look there (hopefully)
-Minor detailing updates (added trees, changed up some wood, changed a sign that I didn't realize was a custom texture when I used it originally)

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Idolon

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Feb 7, 2008
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6,137
rc3a

rc3 is the first time I've published an mvm map in over a year and I forgot how to do things correctly... rc3a no longer has the .nav packed in the .bsp, and the provided .nav has been properly analyzed so bots can shoot good.

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Idolon

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aa
Feb 7, 2008
2,123
6,137