Team Fortress 2

Team Fortress 2

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Showing 1-10 of 10 entries
Update: 4 Jan, 2019 @ 12:38pm

b9

Changelog

Map Changes
  • Fixed Reanimators and Projectiles (crossbow, huntsman, rescue ranger etc.) disappearing through underneath of Pipes
  • Added extra triggers for boss squads spawning air
    • This allows air squads (with Medics) to work reliably without any of the Medic bots falling straight down or hesitating after landing
  • Changed how tf_addcond works in Robot spawn
    • This prevents any jumping robots from accidentally gaining the condition
    • Now requires a tag addcond_28 on the robot to work
    • Only applicable to carrier tank spawns
  • Fixed a navigation connection problem that causes the bomb to be "driven back" in Advanced Wave 3 in the beginning of the wave
  • Reworked clipping at Pipes
  • Added extra navs to rocks at left carrier spawn to avoid robots getting stuck
  • Expanded nav_avoids at the left house ramp to prevent Giants from having navigation problems
  • Engineers can no longer place buildings on the rocks at left front
  • Improved nav mesh especially for sentry buster navigation / jumping parts
  • Fixed front cliff clipping still being standable
  • Slightly adjusted arrow position on horizontal pipes
  • Clipped horizontal pipes
  • Added clipping in dropdown fences
  • Extended block brush for boss air spawn
  • Fixed some nodraw being visible
  • Fixed cliffside displacement visual leakage
  • Fixed z-fighting textures near spawn
  • Adjusted air-raid annotations' position to not obstruct air bots
  • Various artpass update

Robots
  • Changed all banner soldier's duration to 999, and replaced "Extended" with "Infinite"

Missions
  • Advanced Mission (Rocky Ravage)
    • Wave 1
      • Giant Mega-Shotgun Heavy
        • Now uses the correct icon (with the health icon)
      • Giant Jumping Sandman Scouts
        • Changed the AutoJump Range to 1-6 seconds (was 0.5-2)
        • Changed jump height to 3 (was 2)
          • Note: this is to allow them to actually deploy the bomb
    • Wave 2
      • Pistol Scouts
        • Increases TotalCount to 60 (was 40)
          • Note: The final two banner soldiers are often left alone without any supports. This is to allow them to make full use of their banner effect
      • Giant Banner Soldiers
        • Added missing giant tag
    • Wave 5
      • Changed such that the Giant Anchored Scout will first pick up the bomb
    • Wave 7
      • The Giant Squad now drops from the sky
        • Note: this is changed for consistency, as the icons suggests it drops from the sky whereas in fact it does not confuses players. With the new map logic the Medics will drop reliably without hesitation.

Update: 29 Nov, 2018 @ 12:19am

b6a

Changelog

Map Changes
  • Fixed the bomb not resetting if it happens to land at the very edge of the rooftops (unreachable by robots)
  • Changed the way the 2 main routes are chosen: Now guarantees 2 Warehouse route and 2 Cliffside route for every 4 consecutive waves instead of 1 Warehouse 1 Cliffside route for every 2 consecutive waves instead
  • Added annotation to alert players when bomb are dropping from the sky
  • Added support to route-switched mid-wave
  • Slightly adjusted the biplanes' path
  • Fixed middle air spawn not working occasionally (relocated the nav mesh)
  • Fixed a nodraw being visible in Shed

Robots
  • Added icon for Para Snipers

Missions
  • Intermediate Mission (Recruit's Recognition)
    • Wave 2
      • Heavies
        • MaxActive 9 > 7
        • TotalCount 33 > 27
        • 1/4 to spawn an easy Heavy
    • Wave 3
      • One extra group of Heavy + Conch
      • 2 extra group of Heavy + Backup
      • Huntsman + Pyro Squad
        • TotalCount 33 > 36
      • Support Air Strikers
        • MaxActive 8 > 7
        • WaitBeforeStarting 10 > 0
    • Wave 6
      • Scouts (Randomchoice)
        • TotalCount 84 > 112
        • WaitBetweenSpawns 11 > 9
        • Increase the chance of spawning Mad Milk a bit
    • Wave 7
      • Para Uber Medics
        • Removed SpawnWithFullCharge attribute and replaced with increased Uber rate
        • TotalCount 8 > 12

  • Advanced Mission (Rocky Ravage)
    • Increased RespawnWaveTime for the mission to 6 (from 2)
    • Wave 1
      • Added Crossbow Medics and Flare Pyros
      • Airdrop bots (Air Strikes, Pyros, Scouts)
        • WaitBeforeStarting 40 > 25
      • Soldiers
        • TotalCount 12 > 21
      • Giant Heavy
        • Spawns after all soldiers have spawned
    • Wave 2
      • Added 3 Giant Soldiers (Banner only)
      • Accurate Scouts
        • Attribute "weapon spread bonus" 0.7 > 0.65
        • SpawnCount 1 > 2
        • WaitBetweenSpawns 1 > 1.5
    • Wave 3
      • Air Strikers
        • WaitBetweenSpawns 4.5 > 13
        • TotalCount 20 > 24
        • SpawnCount 5 > 6
        • MaxActive 20 > 12
      • Super Scouts
        • WaitBetweenSpawns 25 > 35
        • WaitBeforeStarting 20 > 15
      • LnL Squad
        • Demo Skill Hard > Expert
        • TotalCount 16 > 32 (4 more groups)
        • WaitBeforeStarting 22 > 10
        • WaitBetweenSpawns 5 > 6
      • Third Degree Pyros
        • TotalCount 20 > 39
        • WaitBetweenSpawns 5 > 0
        • WaitBeforeStarting 22 > 0
        • MaxActive 8 > 10
        • Now starts after all Air Strikers are dead
      • Boss Squad
        • Now starts after all Air Strikers are dead
        • WaitBeforeStarting 100 > 45
      • New sub-wave (Hyper League Scouts) after all LnL Squads are dead
      • Mission Engineer
        • CooldownTime 25 > 45
    • Wave 4
      • One extra squad of Scotch Shot pyros
      • Heatmaker squad begins 5 seconds after all Scotch Shot squad are dead
      • Air Strikers and Para Quickie Demos
        • WaitBeforeStarting 80 > 25
        • MaxActive 4 > 2
      • Para Quickie Demo
        • Attribute "faster reload rate" 0.1 > 0.7
      • Tank
        • Spawns 5 seconds earlier
      • Supports
        • Split both support waves to avoid using up too much slot
      • Mission Spies
        • DesiredCount 6 > 2
        • CooldownTime 60 > 45
    • Wave 5
      • Support Scouts
        • WaitBetweenSpawns 4 > 0
    • Wave 6
      • Mad Milk Scouts
        • TotalCount 12 > 24
      • Holiday Heavy
        • TotalCount 13 > 18
        • Now starts when all Mad Milk Scouts are dead
      • Quickie Demo
        • Attribute "faster reload rate" 0.01 > 0.5
    • Wave 7
      • Each Tank HP 9000 > 10000
      • Tanks begin spawning 15 seconds earlier
      • Mission Sniper now spawn from the sky


(November 29)

Update: 27 Nov, 2018 @ 1:04am

b6

Changelog

Map Changes
  • Moved entire map horizontally to align with visleaf culls
  • Significantly reduces unnessary visleaf culls
  • Added doors in Carrier Tank Spawns to indicate the unused spawn
  • Added a cover in Shed
  • Adjusted displacements in Shed to avoid tanks "snapping" to the ground
  • Navigation mash improvements
    • Sentry Buster pathfinding is more reliable
    • Robots won't get stuck in the red pipes
  • Fixed rooftops being standable
  • trigger_push on horizonal red pipe now only affects robots
  • Fixed a nodraw being visible
  • Updated soundscapes
  • Remade the rooftops around the hatch
  • Bomb routes now can be selected or randomly chosen. See .pop file comments for details
  • Added support for resettable bombs
  • Added the missing carrier tank treads
  • Reduced lighting intensity in Warehouse
  • Increased secondary siren cooldown timer to 40 seconds
  • More detail pass
  • Fixed 3D Skybox shadows
  • Added planes as a visual indicator of air drops and aesthetics

Missions
  • Intermediate Mission (Recruit's Recognition)
    • Wave 1
      • Reduced TotalCount for all robots
      • Reduced delay bewteen the first sub-wave and the air drop
    • Wave 2
      • Scout/Bat Scout: More frequent spawns
      • Added support Conch Soldiers
    • Wave 3
      • New wave
    • Wave 4
      • Was Wave 3
      • Now spawns 3 Super Scouts and 3 Major League Scouts instead of only 6 Super Scouts
      • Added Demoknights that precedes the Stock Demoman
      • Reduced Soldier spawning frequency
      • Increased Support Para Pyro spawning frequency
    • Wave 5
      • Was Wave 4
      • The Squad leader is now a Giant Demoman, guarded by 3 pyros and suported by 2 Uber Medics
      • Added Samurais towards the end of the wave
      • Replaced Air Strikers with Para Holiday Heavies
      • Mission snipers replaces mission spies
    • Wave 6
      • Was Wave 5
      • Less Scouts, less frequent spawns
      • Some Scouts will spawn as Shortstop Scouts or Mad Milk Scouts
      • Squad leader is replaced with Giant Heavy
      • Mission spies come less frequent
    • Wave 7
      • Was Wave 6 and 7 combined
      • Medics are now Uber Medics
      • Para Medic are no longer of support types
      • Final set of Giants are Brass Beast Heavies
      • Removed mission snipers

  • Advanced Mission (Rocky Ravage)
    • Wave 2
      • Tank: HP 25000 > 18000 each
      • Accurate Scout: increased "weapon spread bonus" 0.01 > 0.7
    • Wave 3
      • Engineer: Will not build a teleporter
    • Wave 4
      • Airstiker: Removed AlwaysCrit attribute
      • Tank: HP 40000 > 30000
    • Wave 5
      • Removed all tanks
      • Removed Giant Anchored Scout as supports
      • Updated Giant Anchored Scout icon
      • Spy: Reduced SpawnCount and spawn interval
      • Added stock Scouts
      • Crits Bat Scout: Increased MaxActive
      • Wave credit payout: Now $650
    • Wave 6
      • Chief Heal-on-Kill Deflector: HP 30000 > 25000, heal-on-kill 8000 > 5000
      • Chief Demoknight: HP 50000 > 32000, health regen 200 > 150
    • Wave 7
      • All tanks spawn from the front
      • Tanks: HP 9000 each
      • Increased tank spawn rate
      • Removed Crits Parachute Sticky Demo
      • Increased Crit Bonk Scout MaxActive 8 > 12
      • Tanks spawn in at a 30 seconds delay

  • Expert Mission (Rear Raid)
    • It's still under adjustments
    • Nevermind, I think I've made some changes actually, I'll type that out another day...


(November 27)

Update: 13 Nov, 2018 @ 8:56pm

b5

Changelog

Map Changes
  • All gratings now block explosions
  • Added a new platform in warehouse
  • Added cover to huts at both fronts
  • Removed the 2 out of 3 of the connecting bridges in both huts at front
  • Widen top bridge passageway
  • Widen the far side route of left front
  • Moved some teleporter hint to avoid Giants getting stuck
  • Redesigned the left hut's barrel storage
  • trigger_push on rooftops now only affects robots to avoid robots lingering in invalid spots
  • Added a small room at the end of the hatch's raised platform
  • Increased secondary siren volumes
  • Fixed forward spawn doors not closing after wave finished
  • Reorientate some props

Missions
  • Full changelog available soon...

  • Intermediate Mission (Recruit's Recognition)
    • Reworked Wave 1 to a better air-raid tutorial
    • Wave 1-5: first air-raid now also shows HUD alert
    • Reduced most robot's skill difficulty
    • Reworked wave spawn timings
    • Adjusted Tank health
    • Remade entire mission
    • Renamed mission

  • Advanced Mission (Rocky Ravage)
    • Reduced a few robot's skill difficulty
    • Reworked wave spawn timings


(November 14)

Update: 2 Nov, 2018 @ 4:36pm

b4a

Map Changes
  • Added cover at the base of the red pipes

Robots
  • Private Perfect-Aim Pistol
    • Health 65 > 75

  • Added 6 new robots icons

Missions
  • Re-released Expert Mission (Rear Raid) with 2 new waves. Play at your own risk :D


(November 3)

Update: 31 Oct, 2018 @ 11:14am

b4

Map Changes
  • Parachuting robots are now marked for death
    • This originates from a very old comment about para-robots being hard to headshot. This should make all classes in general able to counter para-robots in some way.
  • Pushed back the bomb alert zone slightly
  • Removed duplicate props in warehouse
  • Pushed the playerclip inwards at crates near warehouse forward spawn
  • Slightly adjusted container positions in warehouse
  • Removed useless navigation meshes at robot spawn
  • Added another forward upgrade station in the warehouse
  • Moved an engie hint in warehouse to avoid the engie getting permenantly stuck
  • Moved a set of ammo/health and lowered their value
  • Added support for main route flanking. Use tag "flank_main" for robots to follow the non-bomb path main route (cliffside/warehouse)
  • Added support for wave break. Use relay "upgradestation_forward_40" to trigger a 40 seconds break for upgrades.
  • Reworked/Added some displacement
  • Reduced Sun's spread angle
  • Fixed the cliffside forward spawn not functioning

Robots
  • Jumping Uber Para-medic
    • CharacterAttribute "ubercharge rate bonus" 4 > 2
  • Battlefield Uber Medic (250hp variant)
    • CharacterAttribute "ubercharge rate bonus" 8 > 2
    • CharacterAttribute "heal rate bonus" 5 > 1
  • Renamed "Mini Blast Soldier" to "Blast Soldier" (yikes!)

Missions
  • Advanced Mission (Rocky Ravage)
    • Reduced credits payout
      Current: W0 W1 W2 W3 W4 W5 W6 W7 Wave 0 600 650 650 650 600 650 1050 Total 900 1500 2150 2800 3450 4050 4800 5850 Bonus / 1600 2350 3100 3850 4550 5400 6450 Was: W0 W1 W2 W3 W4 W5 W6 W7 Wave 0 750 650 700 700 700 900 1050 Total 1000 1750 2400 3100 3800 4500 5400 6450 Bonus / 1850 2600 3400 4200 5000 6000 7050

Happy Halloween!!


(October 31)

Update: 19 Oct, 2018 @ 6:37pm

Switched back to version b3 rev2 since packed version doesn't work.

Update: 19 Oct, 2018 @ 6:34pm

Packed with custom content (test)

Update: 18 Oct, 2018 @ 11:34am

b3 (rev2)
  • Opened up the platform of water barrel storage in Warehouse
  • Fixed clipping issues near Trash/Balcony
  • 3D Skybox Shadows

Update: 16 Oct, 2018 @ 8:38pm

b3 (rev1)
  • Added support for spawning Giant Robots from the sky! Support only bot size below or equal to 1.9
  • Added trigger for addcond 82 on Air-Strikers
  • Fixed Robots opting to drop to lower levels when blasted onto some specific locations of the Balcony
  • Moved the stairs of Balcony away from the horizontal pipes to avoid Giant permenantly stuck there