Ads keep us online. Without them, we wouldn't exist. We don't have
paywalls or sell mods - we never will. But every month we have large bills
and running ads is our only way to cover them. Please consider unblocking us. Thank you from GameBanana <3
This map is the next version of one of the few Medieval Mvm map out there.
This map include a Normal mission (which is more of an intermediate-level mission) and an Advanced mission. All the robots used in this mission are also included in a seperate .pop file, so you can use them too.
The update to v7 includes :
- A fixed Advanced mission.
- An other acces to the top of the walls (so if you get out of the spawn from the left or the right, you can still go directly on the walls)
- Medieval-style upgrade stations.
-An improved nav mesh.
- Some graphical improvements and some fixes.
Be sure to comment about anything in the map, it really helps ;)
Hope you have fun playing on this map !
> I say "Why not" but I might be scare it would confuse new players to see different upgrades from the original Mvm (and it's already hard for them to get the map itself) and I'm not sure what upgrades to give and how to balance them. The missions I did are supposed to be balanced with the original upgrades, and I don't want to redo all that balancing again.
Considering there arent alot of upgrades for most melee weapons its very likely that new upgrades could boost those, but that doesnt realy have to be. You can balance upgrades on cost for example.
Its not about pure balancing, its also the variety part. More options is a nice feature.
If needed i could try to do some upgrade file that might work. A few things you for example could do:
- Extra max health upgrades
- Melee resistance (obviously being expensive)
- Damage upgrades
- On certain weapons maybe even allow igniting
- Who knows if you could even design a canteen for fire rate?
I wouldnt mind doing some testing for such files. But yes, balance on old popfiles might change. But then again. The new upgrades should be balanced to already existing ones. If an upgrade seems overpowered you could just increase its cost or reduce its effect.
For example with melee resistance. if you can have 3 steps of 30% at 300 cost its very likely overpowered. But what if it was 5 steps of 10% at a 250 cost?
> **Posted by a cow that likes cookies**
> Ever thought about using some custom mvm upgrades?
> You can use a tf_gamerules to change the upgrade txt file.
> !(http://pokit.org/get/img/475335c2d64dec1aac72e156f888c194.png "")
I say "Why not" but I might be scare it would confuse new players to see different upgrades from the original Mvm (and it's already hard for them to get the map itself) and I'm not sure what upgrades to give and how to balance them. The missions I did are supposed to be balanced with the original upgrades, and I don't want to redo all that balancing again.