Added some health pills in the corner opposite of the corner with ammo pack and health pills
Upgraded medium ammo and health in defender spawn to full
Put robot spawns in small room at the corner a bit further from each other
Made func_nobuilds a tiny bit more forgiving (excluding certain nobuilds placed on singular robot spawns)
Made sentry buster door trigger smaller
Increased the size of func_respawnroomvisualizer for the defender spawn on an attempt to prevent spybots from humping it
Revamped the missions, explained in additional notes
Instead of a singular default mission there are now a multitude of them and are pretty much difficulties:
Normal (Default) 800 starting money Robots set to Normal difficulty Robots drop 2 money each Sentry Buster is possible to kill with teammate co-operation Sentry Buster has normal forgiveness rate for engineer activity
Easy 1000 starting money Robots set to Easy difficulty Robots drop 3 money each Sentry Buster set to Hard difficulty (from Expert, its default) and is easier to kill Sentry Buster is a tad more forgiving on engineer activity
Hard 800 starting money Robots set to Hard difficulty Robots drop 2 money each Sentry Buster is harder to kill Sentry Buster is a tad less forgiving on engineer activity
Expert 600 starting money Robots set to Expert difficulty Robots drop 1 money each Sentry Buster is noticably harder to kill Sentry Buster is way less forgiving on engineer activity You'll probably never beat this difficulty ever
Pre-Alpha 5 (doesn't exist anymore but put here for reference) 800 starting money Robots set to Normal difficulty Robots drop 1 money each Sentry Buster is a bit harder to kill than in the new Hard Sentry Buster is a tiny bit more forgiving on engineer activity than in the new Normal
Added Sentry Buster room (or better described as "corridor") and spawn points, to help fight spawncamping by engineers
Extended existing func_nobuild entites at main robot spawn and at the "dark corner room" spawn
Fixed navigation mesh so that all existing spawn points are used
Added mission maker instructions in the readme file
Removed unused game_round_win, since I don't intend to make robots win any time
Inserted nodraw material to all faces that are unseen by players who are not spectator and playing the game normally, excluding faces facing the void, of course. This helps keep the map's size small.
Phew! This was a toughie. I feel relieved that this update is finally done for. I will probably upgrade the map to Beta on the next update, which will try to extend the map and add details. I also intend to try and make a Slender Fortress adventure map after this one has enough progress and quality on it.
By the way, did you know I am using my first areaportal entity here? It is used on the Sentry Buster room, closing/opening whenever the gate is closed/opened. This will probably cause a problem to players turning into Sentry Busters, since the area will not visible from their perspective, though server hosts can simply block players from doing so.
You know how all those custom survival/endurance missions usually have the bomb locked by (a) practically immobile robot(s) and strive to be more of a deathmatch? This strives to be the map version of it. There are multiple robot spawns around the front, ammo kit and medkit at the spawn, two ammo packs and one health pill bottle a bit far from the spawn. The layout of the map is pretty much a box that was filled with items. Despite that, though, I made sure the box filled with items is as little cheap as possible.
It would make my day if I saw servers hosting this map.
B1 has been successfully tested (for the longest time). It should get released soon.
You are allowed to exhibit this map and the included mission at your server, dedicated or not. You are allowed to view and inspect the map yourself. You are not allowed to claim the map as yours or sell it for any profit. You are allowed to decompile the map and see the source, but shall you modify it, you cannot publicly display the edited version unless I give you permission to do so. Your edited version of the map (if any) must display the differences from the original version and attribute the original version to me. You are allowed to redistribute the map only if I give you permission to do so - otherwise, don't redistribute it.