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Manndarin is a Mann vs Machine map set in Hong Kong.
This is the final version, but please submit ideas, suggestions and feedback - it helps any future work I do. The final version uses the same file names as the beta, so please override any files in order to update.
Please host the map if you own a server, it would help out a great deal. You can also change the population file to alter the waves to try and balance the map.
-two flanks and a central path that the AI use
-six waves of enemies
-thumbnail image for server browser
-map info image and description
-one secret room
Sorry, I didn't make any other pop files. If I have time I might make one in future and include it in the download - I think I could have done better custom enemies with a Hong Kong theme (I didn't know it was possible because there weren't any other custom maps out at the time). Balancing advanced waves would be hard though, it's hard to tell if it's possible for smaller groups.
Hello. I am Travis Touchdown. I am admin on a TF 2 server that plays 8 community made maps. We play this map at least 3-4 times a day. I have a question. Do you have a pop file for advanced or expert mode? If you do I would love to have it.
I think this is a wrong place to post this but... i have some custom mvm map problems in my dedicated server, in this map the big soldiers (3th wave) doesnt respawn. What i doing wrong?
Anyways cool map, thanks!
> **Posted by [AgentK]**
> Great map so far, but what I noticed was that when the giants take the upper route along the bridges, when they're just about to leave the bridge, they get stuck. All the other bots cluster around it in a protective formation, but a single sentry can bottleneck everyone there and easily win the map.
I think this should be fixed now.
I've updated the download to the final version (v1.0). Please make sure you've got the version with _final on the end of the file names. Please let me know if anything has broken that was working in the beta.
Great map so far, but what I noticed was that when the giants take the upper route along the bridges, when they're just about to leave the bridge, they get stuck. All the other bots cluster around it in a protective formation, but a single sentry can bottleneck everyone there and easily win the map.
**Changelog for the Final Version**
Thanks to everyone that tested the map! Here's the changelog for the final version.
Tank HP doubled for all instances (up to 21000 hp)
spies added to waves 1,3 and 5
removed heavies and moved heavyweight champs into squad with scouts
Added delay to tank spawn on wave 3 so the wave is likely to end closer to tank destruction
snipers added to wave 3
increased delay on second tank for final wave
soldiers on final wave set to support to stop them from being last to kill
300 credits removed from soldiers on final wave and added to giants
added deflector heavies to waves 3 and 5 (replaces regular giant heavies on 5)
removed push modifier from demo knights on wave 3
moved pyros to support on wave 3 and increased number
added uber soldiers to wave 4, removed scouts from wave 4
pyros and demomen set to prefer the right flank on wave 4 so that they can sneak around players
added delay to soldier on wave 2
removed pyros from wave 3
doubled delay on tank on wave 3
moved scouts to support on wave 5
reduced number of soldiers to spawn on wave 5 to 25
increased number of gabens (giant heavies) by one and increased delay between spawns on wave 6
Added bomb reset elevator shaft on right flank
Slight alterations to rooms on right flank
Removed nodraw surface near upgrade station
Removed garage door in spawn room
Rotated spawn points to help players exit spawn quickly
Added bot sniper position inside building on right flank
Created low sections on wall around the middle building's roof
Added clipping brush near robot men working sign
Removed second observer point
Added stairs to final room on right flank
Disabled collision on bridge archway to stop giants getting stuck
Added details in spawn room
Created description for map info screen (thanks PJX on GameBanana)
Moved various signs to fix render-black lighting
Deleted blocked areas in car park entrance
Deleted invalid areas on stairs near Mann Co HQ
Deleted blocked area on bridge
Updated other areas to match new geometry