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MvM Machine Attacks Ep8 - A Mod for Team Fortress 2

Updates

Ep8 Re:v3 Updated 2y
  • Removal Difficult Easy and Hard are removed
  • Addition Now,Difficult is based on amount of players(1-2=easy 3-5=normal 6-8=hard 9-10=impossible)
  • Adjustment Max robot actived is reduced by 50%
  • Adjustment Max robot actived is reduced by 50%
  • Improvement Improved Dialogues
  • Optimization Added area_portal(player will play smooth for a bit)
  • BugFix Fixed premium upgrades won't available after wave 2 if player lost
  • BugFix Fixed light prop floats near elevator
  • BugFix Fixed wave 8 is too short
  • Addition Added floating floor that will be third way where robots will come from
  • Adjustment Reduced regen and heal on kill for upgraded robots by 80%
  • Addition Added additional engineer robot location that will camp on bridge near bomb throwing area
  • Addition Increased health for Tank Heavy by 50%
  • Adjustment Reduced damage for giant sniper 50%
  • Addition Added additional attribute for each giant(heavy=50% bullet resist / pyro=50% fire resist / soldier=50% crit resist / demoman=50% blast resist / medic= 150 hp regen per second / sniper=heal on kill 100% / Demoknight=50% melee range)
  • Addition increase health for boss by 50%
  • Feature This map can be played with older version
Ep8 Re:v2 (Jungle Updated) 3y Optimization2 Addition4 Improvement2 BugFix Adjustment2 Feature2 Ep8 Remastered V1 4y Ep8 Updated Ver4 5y Fixed Ep8 Updated v3 6y

MvM Machine Attacks Ep8

We already have gone in another machine base, And pass through many practicals, Then we fight with Reaper Sniper Robot and finished him.

What's our next move? And what will happen ahead?

Ep 8

  • -New bonus : Shoot the button will random give Bad(40%), Good(50%) ,Rare(10%) Bonuses
  • -Turn to normal of MvM mode (10 Waves)
  • -Difficult 4/5
  • -Reaper Scrap Boss

Note

  • -Don't forget to download the last version of Ep5 Ep6 and Ep7 If you need to debug
  • -I throught this serie will end up at about Ep 12 or Ep 15
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  • S_a_n_s avatar
    S_a_n_s Joined 3y ago
    Offline
    2,950 points Ranked 20,254th
    3y 3y
    How can im setting 10 maxplayers on mvm?
    Bananite
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  • S_a_n_s avatar
    S_a_n_s Joined 3y ago
    Offline
    2,950 points Ranked 20,254th
    3y
    How can I enable automatic map change on the map end?
    Bananite
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  • Tails Yellowfly avatar
    Tails Yellowfly Joined 6y ago
    Offline
    183 points Ranked 63,129th
    6y
    **Pros:** - Nice map design, some detail (Props, surroundings) were great, and was needed. - The mission wasn't all that bad either. - The missing had some difficulty. - Loved the last wave where the door closed and another opened after defeating the final boss. - I like the idea (I play these on Bot Control servers) but I love the idea of controlling a bomb carrying robot and delivering the bomb next to the hacking engineer, funny idea. - A lot of fun to play if you are with a good team. **Cons:** - Some enemies were just repetitive, could use less tanks in the mission. - The bosses are difficult without a good team, and some bosses were causing players to crash.
    What? avatar
    Mantra
    What?
    URL to post:
  • Anonymous
    6y
    **Pros:** - The whole episode - The Robot Boss Heavy **Cons:** - None for me **Notes:** - The some of the waves takes to long but on the other hand some of them are fast. - 10/10 you out did your self on this episode.
    URL to post:
  • Anonymous
    7y
    > **Posted by redmyclan** > Why didn't you rating my map to 1/10 like other episodes, Huh? Because I liked this one than the past 3 episodes? I don't dislike the series overall. I liked episodes 1, 2, 3 and 4, absolutely hated 5, 6, and 7 (7 being the worst), and liked 8. But I can very well change the 10/10 to 1/10 if you have a problem with it. I don't give scores on effort put in, but on quality. I played all your episodes (up to 8) with a former SandyD admin and we both share more-or-less the same opinion on your episodes, so I'm not just speaking for myself.
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  • redmyclan avatar
    redmyclan Joined 10y ago
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    13,411 points Ranked 525th
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    7y
    > **Posted by Anonymous** > > Pros: > > - Huge map! Probably the biggest mvm map I have ever seen to date (with mvm_scream_tv coming second) > - Actual MvM gameplay rather than random puzzles/grinding > - The wave is randomized after each failure (I know you used RandomChoice in the pop file - good call) > - Tank HP values were appropriate (with long tank paths, most people make the tank HP so big it becomes unbeatable) > > Cons: > - Pop file is too repetitive and bland. The first 5 waves are essentially identical. > - Snipers are way too overpowered and obnoxious (their firing speed is too high) > - The bonk scouts were extremely agitating and cheap; they can walk the bomb across 1/10 of the map without taking any damage, and only a small window of time was available to kill them > - Navigation problems. Bots got stuck around the row of tanks, and at the 2 crossposts. > - Bots with non-standard HP values. Normal bots, in general, should not have their HP values changed as this can be deceiving to players. For general classes like scout, soldier, pyro, demo, heavy, you can change them. However, for obnoxious support classes like engineers, spies, snipers, and medics, they should not change that much, since that scales up the difficulty appreciably. > > Comments: > > So after being disappointed and irritated by episodes 5, 6 and 7, I only played this one just to see if it could get *EVEN WORSE* than episode 7. Turns out I was totally wrong. This one is probably one of the best episodes in the series. The map is huge and well detailed, and isn't cheaply made huge (some mvm maps are just huge but have no creativity in them). The game play is normal mvm and not random puzzles or wall grinding or prop moving like the past 3 episodes were. I enjoyed this episode a lot. > > Some problems with the episode though: > > - The snipers on every mission were way too overpowered to the point of ridiculous. They were literally heavies except they can do top damage even at far distances. The sleeper sniper was even worse with the jarate spam. The firing speed should be kept at the normal fire rate for snipers (needs a nerf) > > - The bonk scouts were extremely annoying and usually made free runs to the hole. It took a lot of waiting around just so we can kill it at the right moment. Most people weren't aware of how you are even supposed to kill it, so they just bounced it around, making my job (the one who DOES know how to kill it) even harder. The bonk recharge rate needs a nerf. > > - The pop file was written mostly with Ctrl V. The first five waves were basically identical, except the wave size doubled or tripled, etc, and a couple of tanks were added. Then the last few waves were pure giants with some small robots in there. Instead of keeping normal bot spam and giant spam separate, mixing the two together would have resulted in more enjoyable waves. Nonetheless, the pop file wasn't outright garbage, but could have been made a lot better with some extra thought. The game did become grindy at around wave 3, until we saw wave 5 was different. > > - The bots get stuck at various points around the map. For one, the middle row of tanks, some robots get stuck behind the right most tank and attempt to jump up above the tank, only to later walk around it. Then the two cross posts, between the hallway connecting the tank parking lot and the bomb hole, the giants get stuck over there and do some hopping/clipping to get past. Mostly navigation issues. > > The pop file can get replaced by a better one or a valve one (after renaming spawn entities), so that's not necessarily a HUGE problem with the map. The nav problems are kind of annoying, but not a total gamebreaker. So overall, despite there being a few issues and boring parts with this episode, the map is so amazing that I still give it a 10/10 (I would have given it an 8/10 otherwise; -1 for pop file and -1 for nav issues). Why didn't you rating my map to 1/10 like other episodes, Huh?
    Bananite
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  • Anonymous
    7y
    Pros: - Huge map! Probably the biggest mvm map I have ever seen to date (with mvm_scream_tv coming second) - Actual MvM gameplay rather than random puzzles/grinding - The wave is randomized after each failure (I know you used RandomChoice in the pop file - good call) - Tank HP values were appropriate (with long tank paths, most people make the tank HP so big it becomes unbeatable) Cons: - Pop file is too repetitive and bland. The first 5 waves are essentially identical. - Snipers are way too overpowered and obnoxious (their firing speed is too high) - The bonk scouts were extremely agitating and cheap; they can walk the bomb across 1/10 of the map without taking any damage, and only a small window of time was available to kill them - Navigation problems. Bots got stuck around the row of tanks, and at the 2 crossposts. - Bots with non-standard HP values. Normal bots, in general, should not have their HP values changed as this can be deceiving to players. For general classes like scout, soldier, pyro, demo, heavy, you can change them. However, for obnoxious support classes like engineers, spies, snipers, and medics, they should not change that much, since that scales up the difficulty appreciably. Comments: So after being disappointed and irritated by episodes 5, 6 and 7, I only played this one just to see if it could get *EVEN WORSE* than episode 7. Turns out I was totally wrong. This one is probably one of the best episodes in the series. The map is huge and well detailed, and isn't cheaply made huge (some mvm maps are just huge but have no creativity in them). The game play is normal mvm and not random puzzles or wall grinding or prop moving like the past 3 episodes were. I enjoyed this episode a lot. Some problems with the episode though: - The snipers on every mission were way too overpowered to the point of ridiculous. They were literally heavies except they can do top damage even at far distances. The sleeper sniper was even worse with the jarate spam. The firing speed should be kept at the normal fire rate for snipers (needs a nerf) - The bonk scouts were extremely annoying and usually made free runs to the hole. It took a lot of waiting around just so we can kill it at the right moment. Most people weren't aware of how you are even supposed to kill it, so they just bounced it around, making my job (the one who DOES know how to kill it) even harder. The bonk recharge rate needs a nerf. - The pop file was written mostly with Ctrl V. The first five waves were basically identical, except the wave size doubled or tripled, etc, and a couple of tanks were added. Then the last few waves were pure giants with some small robots in there. Instead of keeping normal bot spam and giant spam separate, mixing the two together would have resulted in more enjoyable waves. Nonetheless, the pop file wasn't outright garbage, but could have been made a lot better with some extra thought. The game did become grindy at around wave 3, until we saw wave 5 was different. - The bots get stuck at various points around the map. For one, the middle row of tanks, some robots get stuck behind the right most tank and attempt to jump up above the tank, only to later walk around it. Then the two cross posts, between the hallway connecting the tank parking lot and the bomb hole, the giants get stuck over there and do some hopping/clipping to get past. Mostly navigation issues. The pop file can get replaced by a better one or a valve one (after renaming spawn entities), so that's not necessarily a HUGE problem with the map. The nav problems are kind of annoying, but not a total gamebreaker. So overall, despite there being a few issues and boring parts with this episode, the map is so amazing that I still give it a 10/10 (I would have given it an 8/10 otherwise; -1 for pop file and -1 for nav issues).
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  • Suo avatar
    Suo Joined 7y ago
    Offline
    7y
    The update regarding to prevent crashes still crashing clients out of servers. Not very good for those who doesn't have powerful PCs/Laptops to withstand the situation. The map is big and does take time to go next wave. Other than the situation with Spenser, it's a good map.
    Bananite
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  • Mr. Conga avatar
    Mr. Conga Joined 7y ago
    Offline
    396 points Ranked 51,180th
    7y
    Any thoughts about what you're going to do after this beauty series is done? *cough* be the first to make an mvm map guide *cough*
    Master of all that is conga
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  • Emnu avatar
    Emnu Joined 12y ago
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    7y
    Next time you might want to put your graphics settings to high so the ugly aliasing wont show up in the screenies o_O Regardless of the screenies tho, the map looks really original and nice!
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