MVM Storage

Discussion in 'Map Factory' started by PyroDevil, Sep 21, 2014.

  1. PyroDevil

    PyroDevil L3: Member

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    This is my first completed map. Just a simple mann vs machine map. I've been working on this for at least a year. Difficulty should be around advanced. Criticism is welcomed
     
    Last edited: May 7, 2015
  2. PyroDevil

    PyroDevil L3: Member

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    There should be 2 ways to get out of the ditch. One that robots can use, and the other only players can use. It's sort of like Decoy. You can't see them in the screen shot but they are at the opposite ends of the ditch.
     
  3. HQDefault

    HQDefault L12: Fabulous Member

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    A: MvM usually isn't good for a first map, especially here because it's hard to get it tested
    B: Try and use dev textures for your alpha. It makes modifying the layout easier

    But pretty good so far!
     
  4. Dr. Sasha

    Dr. Sasha L4: Comfortable Member

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    Haven't played it yet, but here's some feedback
    Too much prop spam.
    [​IMG]
     
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  5. xzzy

    aa xzzy

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    In general, if you find yourself using a clump of props to fill in an area so it's not playable, it probably means you need to tweak the design of the space. Another option is to wall it off with chicken wire temporarily, and reserve that space for detailing down the road.. you know, a spytech office or a rickety mine. Stuff that connects the space to the world around it. The chicken wire works well for informing testers the space is off limits, and is easy to change into something more suitable down the road.

    This is 100% not true, use whatever textures you want. My opinion is establishing your colors early helps with design because it aids in developing the narrative of the map.
     
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  6. Potato Uno

    Potato Uno L1: Registered

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    Feel free to add me on steam if you want to play your map with us one day. I already have it posted on my server and we can give you real-time feedback if we come across any issues or comments while playing.

    Not unless you know where to search and ask for help on testing. The mvm_underground map maker came to 2 of us for testing his map out and he's almost done with his final map version.

    On the note of your first map being an mvm map, I salute you for that. I for one could not even manage to properly make a single square room in hammer, and mvm maps are one of the hardest, if not THE hardest, TF2 maps to make. Be proud of yourself.
     
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  7. HQDefault

    HQDefault L12: Fabulous Member

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    Your map doesn't work AT ALL. The robots don't spawn, there is only 1 wave, the HUD is broken, and there are spots you missed with the player clip.
     
  8. PyroDevil

    PyroDevil L3: Member

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    That's weird, I had someone test the map and everything went finefor them. Did you make sure you have the nav file(that's usually what messes up the hud) and the popfile?(how the robots spawn)?

    I found the spots I missed with player clip and fixed them. They'll be out in the update I should be putting out tomorrow.
     
    Last edited: Dec 5, 2014
  9. HQDefault

    HQDefault L12: Fabulous Member

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    Well, I put them both in the maps file. Are you supposed to put them somewhere else?
     
  10. Di Gorgonzola

    Di Gorgonzola L4: Comfortable Member

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    The .nav and .bsp belongs to the map folder, while you are supposed to put the .pop file inside the populations folder, which you can find in your scripts folder.

    Also, the map works fine on my system, so I doubt there is anything wrong with your map.
     
  11. PyroDevil

    PyroDevil L3: Member

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    New Update
    Storage now has 100% more tanks and 100% less box like layout

    A2:
    Extended entrance into the map
    Fixed the problem that stopped tanks from spawning
    Added warning for train
    added cover for spawn entrance
    Updated popfiles to include tanks
    took out HL2.EXEcutioner wave