Even more geometry changes to make the map more Giant-friendly.
Tweaked every single popfile there is at the moment. Details are below.
Normal: Is now harder, has a wee bit more variety and Cpt. Punch now has health regen. Not that much, though.
Advanced: Is harder now and Swordmann wave is scrapped, replaced with an actual wave.
Advanced2: The crit Rapid Fire Soldier no longer comes in pairs of two.
Survival: Made it a bit longer.
Survival: Scrapped Giant Scouts and retooled some parts of the mission.
Survival: The crit Rapid Fire Soldiers no longer come in pairs of two.
The hatch no longer opens and closes. It now shatters when robots deploy the bomb. (Badwater now supports Mobber and Aggressive BehaviourModifiers)
Removed the tunnel spawn, since it lost all purpose really quick.
Added Advanced3, the final "official" popfile.
Placed nobuild zones to some areas, where Engineers could build and Sentrybusters couldn't reach them.
Some other changes that I can't recall right now.
Geometry changes to make some areas of the map more Giant-friendly.
Added a new bombpath.
Added a new popfile. I'll be expecting mail for this one, just in case.
Gave some of the robots hats.
The autofiring Heavies in Advanced2's wave 4 now have a movespeed bonus.
The Giant Heavies in Advanced2's Wave 4 now also fire their gun all the time.
Added relaxing music to the upgrade station.
Added a new teleporter spot for the robo-Engineer.
Added new robo-Sniper spots.
Placed nav_avoids in specific spots to allows robots to jump down ledges but disallow the bomb carrier from doing so.
Added a new wave_start_relay for the new popfile. It adds a 30sec return timer on the bomb.
Reverted the skybox back to Badwater's original one due to incapabilities of getting the lighting to look nice.
Added a new mission.
Robots spawn in BLU's base now, fixing the fall-damage issue. The Sniper hideout and side spawn are still there, though.
Lowered the amount of money that the popfiles had in hopes of making them more difficult.
Fixed an issue in Advanced mission's 1st wave where robots would not spawn, rendering the wave unbeatable.
added more Robo-Engineer build locations.
Fixed a case where the Robo-Engineer would demolish his stuff for no good reason.
Added nobuild locations to several spots.
Fixed robots skipping on bomb paths.
Gave some of the Giants hats.
Iron Fist no longer has a spin-up penalty.
Fixed a viscluster bugging out the Giant spawns, so that players could attack them before they were 'deployed'
Added a robot spawn in the tunnel.
Added Advanced difficulty (not tested beyond single-player runs)
Fixed bombpath pick logic ignoring one of the bombpaths.
Added bomb alarms near the hatch.
Made the map a little brighter
Removed some of the Robot-Engineer spots (Giants got stuck)
Added a Robo-Sniper spawn that isn't near the normal robot spawn
Fixed a laughably obvious bug where Wave 1 would never end
Fixed robots using a bombpath that they're not supposed to use
Made some changes in the .pop file
Instead of a bombcart, metal men with bombs.
Posted by Espeon of DoomThe mission files (.pop files) are to be placed into tf/scripts/population, that's where the game expects them to be when it searches for a .pop file.
Maybe I'm just stupid, but can someone tell me how to add the population? I can add the maps just fine, but I load them and it's on "wave 0" and no robots will spawn, as well as giving me NO credits to start with. If someone could help me, that'd be great.
And AMAZING map, btw. Really warms my heart to see the fanbase giving MvM some love, even if Valve ignores it.