MVM Transition

Discussion in 'Map Factory' started by Moonrat, Jan 2, 2015.

  1. Moonrat

    aa Moonrat The end of an era

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    A map in planning that uses the MVM game mode!

    It is a transition from a swamp area to Mann Co.'s Factory!

    This is only being submitted for feedback on the layout, I don't want to start adding in all of the robots until the map itself is at least decent......
     
    Last edited: Jan 5, 2015
  2. Ynders

    aa Ynders absolutely gormful

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    Well, it's hard to judge a layout from just looks, especially MvM. The gameplay of the map is greatly influenced by the type of bots in the popfile, e.g. whether it has lots of scouts, mostly heavies and soldiers, or whatever else. You should get out a playable version so people can test it out and give more accurate feedback.

    From what I see though, it looks like the "chokes" are still very open, and the high ground doesn't seem high enough in areas (2nd screenshot).
     
  3. Muddy

    Server Staff Muddy Muddy

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    The map looks very large and open, particularly in the last two screenshots.

    Also, I'm not really diggin' the dark and murky lighting.
     
  4. Moonrat

    aa Moonrat The end of an era

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    I was thinking about changing the lighting to an early dawn, or maybe something else
     
  5. Moonrat

    aa Moonrat The end of an era

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    So recently I made an Advanced wave for Transition, and I want to know what you guys think of it.

    Glitch in the Manntrix
    Advanced

    Wave one:
    Bat Scout x40
    Shotgun Soldier x30
    Demoman x20

    Wave two:
    Flare Pyro x40
    Pistol Scout x30
    Huntsman Sniper x40

    Wave three:
    Soldier x40
    GORU Heavy x70
    Tank 15000 Hp

    Wave four:
    Scout x100
    Giant Scout x2 HP 500

    Wave five:
    Black Box Soldier x50
    SVF Pyro x30
    Heavy x40
    The Hunter (Huntsman Sniper Giant) Scale 1.6 HP 5000 Damage x0.7 Clip +4
    Giant Quickfix Medic HP 1000
    Tank HP 20000
     
  6. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    Those numbers dont realy say alot. It heavily depends on the way you use them. Posting the code of the popfile itself would be more effective (use the [code] tags though when you do so as it keeps the tab/spaces in place so it shows in a neat way).

    And it would be ideal if you only show such numbers to at least make it as an image (screenshot at each wave and merging them together in just 1 screen).

    Also, here is the url of the feedback i gave earlier:
    http://forums.tf2maps.net/showthread.php?t=3438&p=316831#post316831
     
  7. Moonrat

    aa Moonrat The end of an era

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    I used your feedback in a lot of the newer version of this map, adding in various things that make the robots go along a different path then before. Of course this is far from completion but I plan on making the next version have the game logic to run.....
     
  8. Potato Uno

    Potato Uno L1: Registered

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    For the purposes of map testing (and if you're feeling too lazy), use one of the valve missions (bigrock, coaltown, decoy, mannworks) on your map using "tf_mvm_popfile <mission name>.pop" on the server console.

    If you do that and upload a nav file as well, then it would be way easier to give feedback.
     
  9. Moonrat

    aa Moonrat The end of an era

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    Huh, didn't know that.... I'll try it.