Trainyard

MVM Trainyard rc3d

FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
- Smallened & redesigned the containers storage
- Shorted the track & path between the gate wall and the bomb hatch
- Shorted the track & path behind the bomb hatch
- Increased the Train Bomb's despawn time from 60 sec to 120 sec, timer no longer reset back to full when picked up
- Widen floor & stairs and added windows & celing on the flank next to the station
- Changed the train's carrages
- Changed both ammo pack in the station from medium to small
- Moved robot's train's stop when captured
- Slightly moved the idle train near the bomb hatch
- Removed the planks bridge near the bomb hatch
- Fixed where the alarm blue lights only appeared for a short ammount of time
- Fixed where the alarm blue flash was left on when the train was captured & the train bomb was not picked up
- Actually Fixed where the crane materials were not in a map

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FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
- Moved & Relayout almost entire map
- Removed both tracks with idle trains and added D Train & track
- Added two 1-way door for players to take shortcuts through near the track's gate
- When robot's captured the train and arrived to the destination, robots now jump out of the train while the train continued to move out of the map.
- Added spark particles on gate when the train is hitting the gate or when it left open
- Increased each track's train spawn time from every 50-200 sec to every 75-250 sec
- Updated clipping on tracks where players and robots now no longer have to couch-jump in order to jump onto a flatorm
- Improved the track detail
- Added sign which explain how the gatebots & trains works
- Added overlay on the health & ammo pack
- Changed the letter signs to the overlay
- Changed the forward upgrade station hand sign to a lock sign
- Added areaportal around the map
- Fixed where some people with custom HUD can see some hidden CP in the HUD
- Packed 4 Signs and some custom robots icon into a map (You now no longer need to download 4 signs separately)

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FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
I've also added advanced1, a custom mission was also made with some custom robots. you need robot_cargo_a7 in order to play advanced1. However this mission is not tested yet so expect to see some unbalances in this mission.
There will be more custom mission in the future updates.

I've also noticed that the crane was not packed and the custom icon was buggy. This will be fixed in the next version.
 

FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
- Added tanks
-- There are 2 starting area that the tank can spawn and both paths then meets up next to the forward upgrade station
-- The tank can then either go to the upper path or in the tunnel path
-- So there are 4 possibilities that the tank can take
-- Changed some stairs to make it less steaper for the tank
-- Added a tank tunnel similar to rottenburg underneath the containers storage
- Relayout the robot's upper spawn
- Added another path next to the forward upgrade station for robots from the left spawn
- Changed both health and ammo pack near the forward upgrade station from medium to small
- Removed huge fences and moved the containers in the containers sotrage (robots's still won't attempt to cross through where the huge fences used to be)
- Removed props in the tunnel
- Added a third door in the player's spawnroom that leads to a new areas next to a upper path
- Moved the fences in the bomb hatch
- Robot's who captured the train now also recives a 75% defense buff for 3 seconds
- Reduce the duration of robot's reciving crits when captured the train from 10.5 seconds to 10 seconds
- Players who escape the map using trains will now be killed
- Fixed where players can shoot through fences in the bomb hatch and high fences next to the ocean
- Fixed where when the previous wave fail, the forward upgrade station became unusable
- Fixed where the crane were not packed into a map
- Fixed where the class custom icon displayed incorrectly by unpacking the icon in the map (you now need to download the icon seperatly)

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FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
- relayout near the robot's spawn
- moved some containers
- relayout the bomb hatch
- Added metal beams support accross the bomb hatch to the containers
- Widen the path above the tracks
- Added planks on the roof
- Added slopes on the flatorm
- Replaced the train bomb alert from HUD text to announcer's voice
- Reduce robot's train flatcar from 4 to 2 and no longer have containers
- Added Soundscape
- Added nobuild on some of the containers
- Improved timing on robot's trains
- Improved bot's navigation on the train
- Fixed where robots were sometimes not taking the open gate
- Some small bug fixes

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FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
Intermediate mission have also been made, you can find it in the dropbox. It haven't been tested it yet so expect to see some unbalances.

Sorry for the long wait, the navigation bug keeps delaying it, but it now finally fixed, hopefully to see updates more frequency!
 

FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
- Added basic artpass
- Added Skybox
- Robots can now capture the train faster if there is 2 or more of them
- Added props inside the tunnel and above the gate path
- Engineers can now build on the roof at the station
- Added flash lights and sounds when a train went accross the map, simillar to the map Well
- Improved gatebot's navigation to the station
- Giants and bomb carrier now won't attempt to take tight paths in the containers
- Tweaked the water
- Some small bug fixes

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FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
- Optimization
- Improved stairs artpass
- Improved one of the train's entrence/exit door area artpass
- Moved health and ammo packs location
- Red team's both spawn door now have a window
- When the train is captured and none of the robots picked up the train bomb, it then teleported to robot's spawn instead of automatically reset
- Changed the skybox texture and brightness
- Bugfixes

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FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
in b1, Intermediate mission have been changed to Normal because it was way too easy, we well as some re-balances in b2

and because why not, here is the logic's and edicts

P4nGiYN.jpg


Class: ai_network (1)
Class: beam (6)
Class: ambient_generic (22)
Class: bot_hint_engineer_nest (10)
Class: bot_hint_sentrygun (10)
Class: env_spark (24)
Class: env_fog_controller (1)
Class: env_sprite (32)
Class: env_lightglow (9)
Class: env_tonemap_controller (1)
Class: env_soundscape (17)
Class: filter_activator_tfteam (2)
Class: filter_multi (3)
Class: func_breakable (1)
Class: filter_tf_bot_has_tag (11)
Class: func_brush (14)
Class: func_areaportal (24)
Class: func_capturezone (1)
Class: func_door (9)
Class: func_nav_prerequisite (8)
Class: func_door_rotating (17)
Class: func_nobuild (8)
Class: func_flagdetectionzone (2)
Class: func_respawnflag (1)
Class: func_nav_avoid (13)
Class: func_respawnroom (4)
Class: func_nav_prefer (3)
Class: func_respawnroomvisualizer (6)
Class: func_tfbot_hint (14)
Class: func_tracktrain (12)
Class: func_upgradestation (2)
Class: item_healthkit_small (4)
Class: game_round_win (1)
Class: item_teamflag (9)
Class: info_observer_point (7)
Class: logic_branch (13)
Class: info_particle_system (21)
Class: logic_branch_listener (9)
Class: info_player_teamspawn (34)
Class: logic_case (7)
Class: info_populator (1)
Class: logic_compare (1)
Class: item_ammopack_medium (7)
Class: logic_relay (80)
Class: item_ammopack_small (5)
Class: logic_timer (10)
Class: item_healthkit_medium (7)
Class: math_counter (1)
Class: monster_resource (1)
Class: path_track (173)
Class: point_teleport (12)
Class: phys_ragdollmagnet (1)
Class: prop_dynamic (103)
Class: player (1)
Class: scene_manager (1)
Class: point_populator_interface (1)
Class: shadow_control (1)
Class: point_spotlight (6)
Class: sky_camera (1)
Class: soundent (1)
Class: team_round_timer (1)
Class: spotlight_end (6)
Class: tf_gamerules (1)
Class: team_control_point (8)
Class: tf_logic_mann_vs_machine (1)
Class: team_control_point_master (1)
Class: tf_mann_vs_machine_stats (1)
Class: tf_objective_resource (1)
Class: tf_player_manager (1)
Class: trigger_capture_area (4)
Class: tf_point_nav_interface (2)
Class: trigger_hurt (14)
Class: tf_team (4)
Class: trigger_multiple (5)
Class: tf_viewmodel (2)
Class: trigger_push (18)
Class: trigger_add_tf_player_condition (11)
Class: vote_controller (1)
Class: water_lod_control (1)
Class: worldspawn (1)
Total 891 entities (0 empty, 753 edicts)
 

FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
- Smallened the starting area and added more fence/props in it
- Moved the forward upgrade station and flank next to it
- Added new flank for palyers connecting from bomb hatch to corridor next to station
- Moved the player's shortcut door that goes to the new flank
- Changed the connector in the containers area
- Added area and improved defense for players in the right area next to the bomb hatch
- Added props fade on many props
- Increased the spawnroom door speed from 350 to 450
- Fixed where players can escape the map or get stuck using trains

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FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
Updated mvm_cargo_b4.nav to fix some nav mesh not connecting eachother, as well as mvm_cargo_b4.pop for some rebalances
 

FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
- major detail improvement
- added flank connector from ontop of C-D station to main hallway
- added robot tag bot_flank for mission makers, robots will take flank paths
- moved/updated many health/ammo packs
- redone non-robots trains logic
- fixed able to escape the map using trains
- fixed crates being non-solid

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FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
- Minor detail improvements
- Removed Metal bars in centre of the map
- Cash piles stuck from train now gets auto-collected
- Fixed gatebots sometimes attempted to capture wrong train
- Fixed sniper bot behaviour
- Fixed z-plane on forward upgrade station
- Improved nav file

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FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
- Added boss_relay_start and boss_relay_end for mission makers to trigger relay
- - Random train spawns don't appear, trains robots capture still appears though
- - Closes gate nearby the water

- Fixed players able to get stuck inside the wall using trains
- Fixed players able to escape the map using reanimator and trains
- Fixed one of the train props not having collisions
- Fixed some of the robot holograms in incorrect position

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FortyTwo

L2: Junior Member
Mar 5, 2016
85
71
- Added relays to reset trains during mid-wave and allows spawn relay to be triggered again for mission makers
- Added engi relays to enable/disable engi hints outside of train capture area for mission makers
- Moved/updated many engi hints & added teleporter support
- Added new robot spawnpoint names

All details into making missions for trainyard can be found in zip file example.pop

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