STEAM ГРУПА
Potato's Custom MvM Servers potatomvm
STEAM ГРУПА
Potato's Custom MvM Servers potatomvm
957
В ИГРА
5,730
НА ЛИНИЯ
Основана
31 март 2017
Език
Английски (English)
Местонахождение
United States 
Всички дискусии > Map Accepted > Подробности за темата
Lotus
Lotus
Map version uploaded to server?: b6

Gatebot?: No

Custom mission or placeholder?: There is a mission in the works by Sntr, some others are also potentially making a mission for it.

Full list of contributors:
Bogus - Layout, Artpass

Anything else you'd like to tell us about the map?: Map is still being worked on daily, Will get a B1 out very soon.
Последно редактиран от The Surrogate; 9 апр. 2023 в 4:42
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Показване на 1-9 от 9 коментара
map got updated to b1

-removed water at front
-changed some health/ammopacks
-players can now shoot through the support tower thingies
-changed some engie bot spots
-clipping stuff
-fixed some wonky nav stuff
map got updated to b2

-no-builded the trees
-some detailing changes
map got updated to b3

-changed sky and lighting
-some detail changes
-made towers non-shootable (put some props in it)
I mentioned this on the Discord earlier but it's probably better to have this here as well:

Spies can spawn in the RED spawn room and as Elizabeth brought up, it's because the nav has marked the spawnroom wrong (https://cdn.discordapp.com/attachments/480416908223447052/1088904554868920400/image.png)

I did some messing around with this and this seems to be because of the way the func_respawnroom brushes are set up
Using a single giant func_respawnroom as a lazy fix seemed to have better results, but whether or not you can do a more clean solution by using multiple func_respawnroom grouped together is still worth looking into before going with the "lazy but works" solution

I'll get back to you on this later, unless you update the map with a fix of your own first
Thing is with the way the spawnroom is shaped making it 1 big trigger block that goes across the entire room cant rly work as one part will stick out
b4

-made some ammopacks bigger
-made map a tiny bit brighter
-fixed some nav issues
-made the fence platform less chokey
-other stuff
b5

-made some spots brighter
-fixed blockbullets on pillars
So I now have had the time to look into your spawn room problem and it appears you can fix this by shaping your respawnroom brushes around the spawn properly and grouping them together (you can also use tf_show_mesh_decorations to show if things are set up right)

And a little something I noticed that I haven't had time to post due to work is that the nav you are using is based on an older version of the map which leads to very weird places (and the crate stack in the middle also blocks bots because of this)
Speaking of that stack:
https://cdn.discordapp.com/attachments/1076463166747328522/1093946952825188352/image.png
There's no nobuild on it :yoricktheskull:
b6

-fixed spies spawning in spawn
-made the map a bit brighter again
-fixed a crate/barrel not being no-builded
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Всички дискусии > Map Accepted > Подробности за темата
Дата на публикуване: 13 март 2023 в 14:10
Публикации: 9

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