Team Fortress 2

Team Fortress 2

MVM Last Resort (Attack/Defend)
Showing 1-7 of 7 entries
Update: 28 Sep @ 11:17am

-Changed Sentry Buster's size from 1.75 to 1.4 to fit underneath some spots previously not accessible to it
-Updated templates to have more accurate icons to indicate the robot's role, or weapon of choice
-Updated waves and their respective robots to be more engaging

RESORT
-Added a filter to give robot giants, titans, and sentry busters immunity from the crocodile's ferocious appetite since they're too big to eat, and added invisible floors/ramps to easily walk out of the pool
-Updated the corrugated wall position nearby the pool away from concrete wall (overlapping each other beforehand)
-Removed Sentry Buster spawn nearby the Wharf entrance collar due to unknown error causing them to self destruct (we theorise the path may be too difficult to calculate)

Update: 21 Sep @ 2:34pm

Apologies for the two week silence, we needed to focus on critical errors with robot equipment and map logic. Finally we feel we can upload a new and sturdy version of the map.

-Added true forcefields that prevent bullets, but allow robots and tanks to pass through them for Collar doorways and Resupply rooms (Dev note: We were concerned about money getting lost before entering combat area, and added on top Sniper's native efficiency of long range damage + auto collection via headshots)
-Added Resupply room logic for Red team to assist with navmesh calculation
-Updated gameplay signs to properly change color when the region's control point is captured (Directing to resupply room)
-Updated/added Workshop images
-Updated population file and template file
- Triple Jump Scouts no longer have Bonk! Atomic Punch
- The Final boss, and his Titans can wield their intended weapons now

BEACH
-Added a massive invisible wedge wall to the right side of the shoreline for consistency

RESORT
-Added a new observation tower for Enki (loosely inspired by the CN Tower, Seattle Space Needle)
-Updated the planter's rotation nearest to the Control Point, and added a new fence/wall to help with AI navigation and protection from incoming fire
-Updated the unusable rolling door's texture to have a stop hand to indicate it's a dead end
-Updated visibility optimisation for Red's spawnroom
-Removed cylindrical clip above the cylinder hotel building
-Removed beached Airboat nearby control point

WHARF
-Added nobuild zones around/above the containers that Robots can't reach, specifically for the Sentry Buster
-Added a new alcove behind the Cargo Ship to allow players to use as cover
-Updated the long neglected corner with the window (that used to be Red's spawnroom) to look like an observation area for Enki
-Updated fences around the Cargo Ship, and it's invisible walls to prevent getting wedged like a rock in a hard place
-Changed pile of containers nearby the death pit into a Robot spawnroom

COMMAND CENTRE
-Added wall pillars for illumination and cover
-Added more computers-on-wheels to provide more cover options
-Added a small window in Control Point area to allow easier foresight of incoming waves
-Added a small ammo box beside the small health kit in the corner closest to Control Point
-Updated/improved visual fidelity
-Updated the death/observer cam overlooking the Control Point to now show the full room in the top corner nearby the two robot spawn elevators

VOLCANO/CONTROL ROOM
-Added a toggleable blastdoor nearby Command Centre's Collar; when Red captures the Command Centre this forces robots to take the other hallway
-Updated/improved visual fidelity
-Updated the pit's depth and invisible collision bounds for better ragdoll interaction
-Updated health/ammo kit positions in long hallway, and turned into full kits
-Removed shortcut in long hallway due to lack of use and robots insisting using the shortest route as well
-Changed long hallway to force players and robots to use the curved hallway

Update: 8 Sep @ 9:42am

-Added new template file, no longer using Valve's templates (For now, engineer bots are disabled while we work out their quirks)
-Added security cameras, and spectator only cameras to the map
-Updated introduction text
-Updated/added Workshop images

BEACH
-Added another jungle tree and pair of health/ammo packs beside the wooden building

RESORT
-Added another corrugated wall in the pool area around the nearest corner to the control point, with another pair of health/ammo packs

WHARF
-When Robots capture the Wharf, a pile of containers moves downwards to make a shortcut. Does the opposite and raises it to block the shortcut when Red captures the Wharf. (We intended to have this in the first place, but we couldn't get it to work before the Aug. 27th deadline)
-Added more cover nearby Gate 3 (Comm.'s entrance)
-Moved Red resupply room nearby the entrance rather than the corner closest to the Volcano
-Updated death-pit nearby control point's size to match with 3D skybox

COMMAND CENTRE
-Added two new, and more larger elevators for Robots to run out of in the Command Centre (removed the old one)
-Fixed the shack's walls near the Submarine from allowing robots to walk through them (Scaling issue)
-Fixed visible gaps around Command Centre's base
-Added a visible force-field for Red's resupply room when they capture the control point
-Added two more computers-on-wheels for cover

VOLCANO/CONTROL ROOM
-Added temporary cover around the half-crescent area

Update: 29 Aug @ 8:36pm

-Added a pair of stairs in the Beach's dock so Robots and players can easily get out
-Added a sensor in Red's Resort spawnroom to allow remaining players inside to get out when the Robots capture the Resort
-Added cargo containers near the Wharf's cargo ship, mainly blocking unintended shortcuts for Robots
-Added no-build zones in the Wharf, on the concrete rooftops
-Fixed Red Submarine's turret/head being severed
-Fixed misaligned crocodile kill-zone in the Resort (Positive reinforcement with rare meats to encourage him to attack both sides of the pool)
-Fixed the Robot's routines to properly capture the Wharf
-Updated the nearest thatch shack to Red's Submarine to have better cover
-Updated population files
-Updated introduction text

Update: 28 Aug @ 3:54pm

-Added another ammo box on Red's Submarine (beside the Nuke Hatch)
-Added a clip wedge between Beach and Resort's Red spawn room and it's diagonal fence to prevent possible entrapment
-Fixed seeing doubles of No-Entry signs on the Command Centre's Collar
-Fixed 3D Skybox water being stretched outwards, or oddly

Update: 28 Aug @ 8:33am

We discovered through the developer console why the population files weren't located.
If this solves the issue, we'll be posting a guide on steam, but long story short, we had to rename the pop file to have the same name as the Workshop item ID to be properly read when loaded in.

Update: 27 Aug @ 8:09pm

Public Beta release of the Last Resort!