Team Fortress 2

Team Fortress 2

MvM Tensai
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Update: 14 Sep @ 9:08am

Big-ish update after not having touched Hammer in years.
Updates regarding gameplay:

Added Vscript support for Blimps (experimental), starting node to use in popfiles is blimp_path_1:

  • Due the layout of the map (separated botspawn area, large sea/deathpit, etc), it was kind of iffy to add a blimproute. Ultimately added one that starts out of bounds at botspawn above the sea, but enters the playable area in the center area.
    Thus it might come across as a bit janky. Lemme know if there’s a better route it can take, or if this one is fine.
    (Blimp credits: here)
Increased reset timers for Endurance and Multibomb waves (60 and 35 seconds respectively).
Administrator now announces when an extra bomb enters the area.
Added 2 new starting relays:
  • wave_start_relay_boss
  • wave_start_relay_boss_multi
~ These will close off the deathpit in the middle of the map with a fence (similar to Bigrock). Though due to the Blimp also flying over the deathpit, this might result in some janky/unclear interactions if both are used in the same wave (or it might not, I dunno).
~ The _multi relay spawns 2 additional bombs during the wave, if you want to use that.
~ If you want to close/open the deathpit manually during a wave, the relays you can fire in the popfiles for this are: fence_boss_close_relay (for closing the pit) and fence_boss_open_relay (for opening it, duh).
~ Also added a textfile in the download with extra relay and spawnpoint documentation.

Added a medium ammo pick-up near hatch.
  • Noticed that Engineer players had trouble rebuilding at hatch when bots took the tank path due to there being only one large ammo pick-up nearby. The extra ammo makes it less of a free-for-all for the large pack.
Moved an Engibot’s nest to make it way less exposed to long range attacks.
Opened up the wall in the middle of the map so mobile classes can finally jump over it.
  • A much requested change probably. Me blocking it off was a failsafe for Snipers getting on top of it and becoming “invisible” to bots due to nav witchery.
  • But ultimately it came off as inconsistent; “Why is the wall near hatch jumpable, but not this one?” So yeah, no more wall above the wall.
~ (This also means you can now sling the bots over it, don't find that out the hard way.)

Smoothened tankpath with hopefully less squishing now (still happens, but the rate should be less).
(Hopefully) Fixed bots sometimes being stuck in the ground at spawn and being too shy to jump down and fight.
Slightly improved visleaf performance.


Update regarding visuals:
Adjusted the skybox lighting to align better with the 3D skybox.
Adjusted the fog to align better with the skybox lighting.
Changed the bus stop to be more fitting for the time period and setting.
Adjusted the path_node for the tank so that the first one actually breaks the barricade on time now instead of too late.
Adjusted the path_node for the tanks so that they actually deploy the bomb in the hatch now instead of slightly to the side.
Fixed hatch not having its breakable glass.
Fixed hatch’s trigger_push not functioning properly upon wave loss.
Adjusted the lighting of the wall lamps to be less harsh and more fitting.
Added shadows to some props that were missing it.
Removed shadows of some props that didn’t need it.
More props fade out now from a distance, but also increased the fade distance to be less obvious/harsh.
Adjusted some brushworks so that they physically makes sense in the world. (It still isn't flawless, but gimme a break, it's been 5/6 years since I last touched Hammer >:( )
Adjusted a lot of textures to align them better with the brushwork.
Fixed an annoying displacement error.
Deathpit now big boom.
Lowered some props so that they don’t appear floating.
Removed a lil’ secret (sadly ☹)
Made it sliiiiiightly more clear that Red’s spawn is Mann Co related.

Update: 3 Nov, 2019 @ 6:35am

Update: 3 Nov, 2019 @ 6:32am