MVM Turntabled A3

Now, the tables have turned. Literally.

  1. Sarexicus

    Sarexicus L1: Registered

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    Turntabled - Now, the tables have turned. Literally.

    An mvm map. The map splits into three parts throughout.
    Capturing the central control point at any time will switch the current path used by the robots. Only one path is active at any time.
    The middle path is objectively the hardest due to its short length.

    Popfile based on mannhattan normal due to gatebots being easy to port.

    To play, download the zip and move the scripts to their relative folders. (tf/scripts/population for the popfile, tf/maps for the other ones)

    .nav file only included for fear of not being packed correctly
     
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  2. Freyja

    aa Freyja ¯\_(ツ)_/¯

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    So we played this in the gameday today, if you get the chance you can check out the demo.

    First of - I love the gimmick. It's a pretty unique take on the gate map idea and I think it could work very well with a good layout. I hope you continue and finish this map.

    The logic as it is is currently buggy - use trigger_timer_door for the capture point as that works nicer with bots as you can filter it to just bot_gatebot tagged robots and then human players can't block it (which makes it more of a threat - and you want the gate to be capped in this map as it shuffles up the gameplay). Also make the point owned by red by default, not neutral. Also you should make the point spin slower, to give it a cooler effect. Bots coming from the left upper spawn also drop down through the middle choke and attack, check your nav avoids.

    The layout as it is is a little bit chaotic and confusing. I feel you could actually simplify it down a lot - at their core MvM maps are very simple (imagine decoy or manhattan without any detailing, they're very basic). Your map is a little cramped a the moment with all the geometry and routes, the size is good but I feel you could chop out half the stuff and be fine, however -

    Two of the routes (the middle, and right from players perspective) are extremely easy to hold. The players have a really huge height advantage and the bots funnel through a narrow choke at the end of it - chokes are fine but make sure the bots have a chance of pushing through, usually by giving them some form of height advantage to push players through it. See - the tunnel on rottenburg (bots have a high ledge at the back, players have small height advantage).
    The left route was the hardest to defend because of the height advantage the bots had on us - I found we spend most of our time defending on the actual point for this one. I think giving the bots more of a level playing field leading up to the point, and opening up your map will make it a lot more interesting to fight on.
     
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  3. Sarexicus

    Sarexicus L1: Registered

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    Wow, thanks for actually playing the map! I've been sitting on a1a all day, with fixes to the control point to make it unblockable (as I believe i mentioned at one point), and especially fixes to maneuvrability in the map for the players.
    I'll have to check out this demo, and make it easier for the bots.
    However, this was normal mode. I might include an advanced popfile for a2. :D

    edit - wording
     
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    Last edited: Jun 15, 2017
  4. Sarexicus

    Sarexicus L1: Registered

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    • - removed some height advantages from earlier sections
    • + added advanced popfile (mannhattan advanced with a twist)
    • + added a twist to the popfile
    • * made sure the existing tank support worked for all three paths
    • * updated nav_avoids
    • * calculated RecomputeBlockers about ten times more than before
    • made screenshots outdated

    Read the rest of this update entry...
     
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  5. Sarexicus

    Sarexicus L1: Registered

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    Hello!
    It's "some guy on tf2maps" here, providing the newest update to turntabled!

    Changes observed:
    * The river dried up. Unfortunate. This does, however, fix the water bug.
    * The turntable is now far less ridiculously stupid:
    - The CP no longer resets. That was a stupid idea.
    - The dynamic lights have gone missing, which fixes FPS and collision issues
    - The framework was removed, which is helpful to players finding themselves stuck.
    - The turntable no longer pushes any clients with it or loses money underneath.​
    * The map has been semi-flattened, removing some of the ridiculous height advantage RED had.
    * Wave 3 has been reverted to Mannhattan EE's wave 3, but replacing the heavies and pyros with a tank. Is it hard enough now?
    * Engineers have been issued a flying fee and no longer can build on the top of the map.
    * Bots should perform slightly better. Not perfect (yet). No flanks are actually being used yet.
    * Turntable now spins between rounds to prevent steamrolling and getting stuck on a potentially unfair route.
    * When the tank is destroyed the cp unlocks immediately to allow gatebots to function again.
    * Map has been LIT UP because it was TOO DARK
    - I think my lighting settings are weird or something because it looks lit up to me but apparently is too dark.​
    * The wizard responsible for making the rope physics die has been arrested, so the rope above the turntable should function correctly.
    * Fought off an invasion from mvm_example, creeping sneakily into the main map
    * Tanks should now spawn from their correct gates.
    * The gong makes a noise now, are you happy? :^)

    Known issues:
    * Waterfall still looks horrible.
    * No flanks are being used
    * Bots can get stuck in places, unable to figure out a path for a while
    * Sometimes bots get stuck at the hatch

    Read the rest of this update entry...
     
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    Last edited: Jul 9, 2017