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mvm_badwater

A Map for Team Fortress 2

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Final Release 6y
  • - 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.
Yep, it's here. The final release of Badwater. I have nothing else to add.
Release Candidate 2 6y Release Candidate 1 6y Beta 4 6y Beta 3 6y

Instead of a bombcart, metal men with bombs.

This map is pretty much the result of an idea to see if it's possible to convert a payload map into a mvm map. Badwater seemed like a good pick for this, since it doesn't have stages and isn't as long as the other Payload maps.

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  • Fillmore avatar
    Fillmore Joined 10y ago
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    access_time 3y
    Posted by Espeon of Doom

    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.

    The 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.

    Some guy from Southern Finland
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    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.

    Bananite
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  • Fillmore avatar
    Fillmore Joined 10y ago
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    access_time 6y
    > **Posted by MoodswingModz** > For some reason when i load up the mission the robots Spawn at the TOP-LEFT Spawn area and die when they drop down. Even the Tanks spawn up there but for some reason blow up once they spawn. Well, that does sound like something stupid. Which mission are you talking about, or is it the normal one? Also, I would like to see some photography of this, since this sounds really absurd.
    Some guy from Southern Finland
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    Neoprimal Joined 6y ago
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    access_time 6y
    For some reason when i load up the mission the robots Spawn at the TOP-LEFT Spawn area and die when they drop down. Even the Tanks spawn up there but for some reason blow up once they spawn.
    Making MvM Content since 2013! avatar
    Mantra
    Making MvM Content since 2013!
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    Fillmore Joined 10y ago
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    access_time 6y
    > **Posted by Tindall** > **Pros:** > > - Really nice map, was fun to play > - Good choice of map, badwater is one of the better payload maps IMO > > **Cons:** > > - Giant robots tend to get stuck in places (The tunnel near the robot spawn, and the cliff path) > - If the bomb is dropped on the stairs behind where cap point 2 would be, the bots all pile up underneath and can't grab it > > **Improvements:** > > - Maybe widen the tunnel a little bit, since the tanks take up all the space > > **Notes:** > > - What normally comes from the top left, where the carrier tank is? The Giant issue is indeed an issue that's been around since the first release of the map and I've been trying to fix it through-out the releases via nav_prefers that make the bomb carrier walk in the middle of the tunnel. That's kind of botched every time though, so maybe I should make the damn tunnel taller. The cliff stuck-spot is one that I haven't noticed, possibly due to the tunnel issue happening more often. The top left is a robot spawn, but none of the popfiles use it due to the way that Robo-Engineers work. It's been left in for custom popfiles makers, should there be any of them.
    Some guy from Southern Finland
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    Tindall Joined 7y ago
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    access_time 6y
    **Pros:** - Really nice map, was fun to play - Good choice of map, badwater is one of the better payload maps IMO **Cons:** - Giant robots tend to get stuck in places (The tunnel near the robot spawn, and the cliff path) - If the bomb is dropped on the stairs behind where cap point 2 would be, the bots all pile up underneath and can't grab it **Improvements:** - Maybe widen the tunnel a little bit, since the tanks take up all the space **Notes:** - What normally comes from the top left, where the carrier tank is?
    The person that does stuff
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    Fillmore Joined 10y ago
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    access_time 6y
    > **Posted by compy** > Normal Wave 2 sometimes does not end after killing all non-support robots. Instead, the wave continues spawning spies and sentry busters. At that point the HUD shows no non-support robots remaining. I'll do demo recordings of Badwater just in case this happens again. > > Also, if you're interested, I have a server you can borrow for playtesting the Normal mission. Well, it seems that either things break when I don't do anything with them or that TFbot glitch is in effect here. Did you check the console if it is spamming "Unable to create TFbot - wordswordswords" all the time? But I'll still check out the Normal mission. It's not in need of playtesting, however. It's not fresh enough to really warrant my interest in playtesting.
    Some guy from Southern Finland
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    compy Joined 6y ago
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    Normal Wave 2 sometimes does not end after killing all non-support robots. Instead, the wave continues spawning spies and sentry busters. At that point the HUD shows no non-support robots remaining. I'll do demo recordings of Badwater just in case this happens again. Also, if you're interested, I have a server you can borrow for playtesting the Normal mission.
    *meow*
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    Fillmore Joined 10y ago
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    access_time 6y
    > **Posted by compy** > Giant robots can get stuck on the stairs to the roof at B. I'm suprised that that still happens considering how I already removed a lot of the props on that damn spot. I'll fix this for RC2. And some other "Giants get stuck" bugs I've found myself whilst testing a new popfile.
    Some guy from Southern Finland
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    compy Joined 6y ago
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    Giant robots can get stuck on the stairs to the roof at B.
    *meow*
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Fillmore
making this map conversion
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VALVe
Creating the original Badwater.

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