I can't believe i'm saying this, but the MachineAttacks maps should be less broken now, using VoiDeD's mapfixes for now until a full fix is deployed.
The overdrive maps have been removed, as well as killing fortress, hillside and fakeout.
Most of these campaign maps were designed for a 10MvM scenario, than a typical 6MvM.
#22:
Re: MvM Bugs Custom - Post your Issues Author: techinfinite,
Posted: Wed Sep 23, 2015 6:13 pm
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It's help out the server shadow so you know what to fix and such plus I'm tired of saying stuff and over again
#23:
Re: MvM Bugs Custom - Post your Issues Author: AlanCrash, Location: Ciudad Juarez, Chihuahua
Posted: Wed Sep 23, 2015 6:41 pm
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— techinfinite wrote
It's help out the server shadow so you know what to fix and such plus I'm tired of saying stuff and over again
This forum is to clear issues of the maps on custom mvm. Here is all we need to know what to fix, Those mvm machine attack episodes NEED to be remove if they are broken, so players wont play broken maps, and instead play maps that are playable
#24:
Re: MvM Bugs Custom - Post your Issues Author: BigBangTheory, Location: North Carolina
Posted: Thu Sep 24, 2015 5:44 pm
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ok guys.. I have not had time to stay focused on this server. And understand trying stuff here can easily be buggy.
Here is the current map list / cycle
Code: [ Select all ]
mvm_wharf_s12
mvm_crash_landing
mvm_hangtown_v1_3
mvm_isolation_b6
mvm_atomgrad_a6a
mvm_destruct_b1
mvm_maelstrom_rc1
mvm_plateau_b5
mvm_sludge_b4_fix1
mvm_ventus_b6
mvm_2fort_b1_3
mvm_manncohq_v3
mvm_manndarin_final
mvm_hydro_a3
mvm_limburgh_final
mvm_overlord_b3
mvm_saddle_s14
mvm_sandstone_s23
mvm_troopers_defend
mvm_warehouse_v1
mvm_badwater_final
mvm_degrootkeep_b1
mvm_desert_fort
mvm_diverge_b4
mvm_gateway_rc2
mvm_hillside_v3
mvm_maelstrom_rc3
mvm_oilrig_rc3
mvm_open_final_industry
mvm_open_final_swamp
mvm_processingv1
mvm_skullcove_rc1
mvm_30wave_of_the_dead_beta
mvm_beartrap_a2
this is 34 maps and I don't think any of these maps have been mentioned as problematic (so far)
lets see how these play and weed out the bad ones and ID the good ones.
@tech, when time allows, I will sync with you on new versions you have collected. I know there are a fair number we have not been able to get to yet. Next live sudo admin meeting we can sync with the status of the series MvM maps you have been focusing on and get on same page ( I know there is still a lot submitted that have not been tested yet)
Post below for:
- What to be added to map list / cycle (new maps not on list)
- Kudos posts to good maps (to identify good maps)
- ID bad / broken maps (to identify bad maps)
and other issues regarding this experimental server
#25:
Re: MvM Bugs Custom - Post your Issues Author: BigBangTheory, Location: North Carolina
Posted: Thu Sep 24, 2015 5:49 pm
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— techinfinite wrote
It's help out the server shadow so you know what to fix and such plus I'm tired of saying stuff and over again
guys, to Tech's defense, his hands have been a bit tied as I have not had time to deal with submitted maps. He has done a lot of work collecting stuff on this that I have not been able to get to. So the timeliness of dealing with some of the maps is not his fault and I have about 20 or so maps Tech has in drop box I have not been able to get to yet.
#26:
Re: MvM Bugs Custom - Post your Issues Author: SHADoWNiNETR3S, Location: New York
Posted: Fri Sep 25, 2015 4:08 am
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The MachineAttacks maps will be back soon, as they require a critical fix due to the original mapmaker not knowing what he was doing.
Personally, I love the maps, but I will need to fix the maps one-by-one and it will take time.
The primary issue is to fix the map linking not working correctly, another is to fix two maps being completely unplayable, and one that hard crashes the server. In addition to fixing the typos.
There's one that's supposed to spawn grapple hooks, but they don't actually spawn correctly, one that also spawns spell books, same issue.
#27:
Re: MvM Bugs Custom - Post your Issues Author: techinfinite,
Posted: Tue Oct 06, 2015 4:04 am
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why were at it we need to remove episode 10 and 10b because those maps are broken till we fix those
#28:
Re: MvM Bugs Custom - Post your Issues Author: AssPancakes429, Location: Terre Haute, Indiana
Posted: Tue Oct 06, 2015 7:07 am
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Maelstorm_rc3 seems to be in un-working order. As in it starts at wave 0, which spawns no money, nor bots.
This is not to be confused with Maelstorm_rc1.. which is in working order.
#29:
Re: MvM Bugs Custom - Post your Issues Author: techinfinite,
Posted: Tue Oct 06, 2015 2:14 pm
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That is very strange indeed
#30:
Re: MvM Bugs Custom - Post your Issues Author: Keen,
Posted: Wed Oct 07, 2015 5:11 am
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Maps that need to be removed until fixed:
Isolation B6
Beartrap a2
Beartrap only has support bots so you win the game when the round starts because there are no bots to spawn.
Isolation starts at wave 0, no money, and no bots upon start up.
BigBangGamers.com
-> Team Fortress 2
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