• Welcome to MuseuM V
    29 replies, posted
A special thank you to Compy Mckitties, who is providing one of his own servers for everyone to play MuseuM V on. Check it out at mc.hectoravila.net:27015 Thank you to everyone to came to watch the stream, amd a special thanks to our playtester team. Like what you saw? Now it's your turn to try it out! [URL]https://dl.dropboxusercontent.com/u/59737104/MuseuM/MuseuMV_a9_public_release_v2.zip[/URL] To keep up with information about this project, join our steam group [URL="http://steamcommunity.com/groups/MuseuMV/"]here![/URL] Welcome to MuseuM V, an MVM experience like no other. While still in development, this project has already done plenty to go far beyond the conventional boundaries of Man Versus Machine. Taking place within a gothic style museum, MuseuM V is packed full of content with over one hundred custom bots throughout five missions, ranging from newbie to nightmare. Follow TF2 through its changes, from beta to the class updates and all the way up to the very Man Versus Machine updates that made this project possible. On Saturday, August 16th, join some of the best of the best in TF2's competitive and contributor scenes as we team up to take on MuseuM V's base mission, [I]Legacy[/I]. This specialty 10-wave mission goes through Beta to modern day, hitting updates all through the way. Be sure to stay tuned, as following the stream, there will be a special surprise! Some Screenshots: [t]http://cloud-4.steampowered.com/ugc/44227514840516317/FC2297BF9AE1C520D7B81708B500C034AD273CED/[/t] [t]http://cloud-2.steampowered.com/ugc/44227514840511197/3784141E9C19C59EA3E41A565040CF2A2321B7C0/[/t] [t]http://cloud-4.steampowered.com/ugc/44227514840513390/D9FD42084143FD58225D9E1B169F487762411950/1024x576.resizedimage[/t] [t]http://cloud-4.steampowered.com/ugc/44227514840518328/827882748C8A93D8E5295DBE74CCAAFE14B469B2/1024x576.resizedimage[/t] [t]http://cloud-4.steampowered.com/ugc/44227514840529069/448C23B6EC6E6A0E74B703F9C4BB00E1B7881861/1024x576.resizedimage[/t] [t]http://cloud-4.steampowered.com/ugc/44227514840527356/15EEAAA57E95B016FB8D329BAE369DA73B98C6E4/1024x576.resizedimage[/t] [t]http://cloud-4.steampowered.com/ugc/44227514840525253/9EA5430E651B6E9250B621F53589C6CBB4994D9F/1024x576.resizedimage[/t] [t]http://cloud-4.steampowered.com/ugc/44227514840522435/D71DF34115E3FC2D26A4E3316BF711D0AEB0E85D/1024x576.resizedimage[/t] [t]http://cloud-4.steampowered.com/ugc/44227514840520014/D8BE042C2EF5A16D7E2EA060BE513F9A9D6E7B24/1024x576.resizedimage[/t] Oops. How did [URL="http://cloud-4.steampowered.com/ugc/616167640930059428/94095C9D3CA66C36AA77880A53935C990E21CE3F/"]this[/URL] get in here? Whatever could these be? Are you interested in MuseuM V? Let us know what you think here!
There is so much awesome, creative stuff that could be done based on old updates, I can't wait.
Oh hey, I remember your thread about that custom mission where you have been asking if anyone can make a map for it, great that this project got some progress!
[QUOTE=VintageCat;45682309]Oh hey, I remember your thread about that custom mission where you have been asking if anyone can make a map for it, great that this project got some progress![/QUOTE] It's certainly been a while. I've been pulling strings here and there. I hope to put on a good show with what we have so far. [editline]13th August 2014[/editline] Reddit post is up [url=http://www.reddit.com/r/tf2/comments/2dh89e/saturday_welcome_to_museum_v/]here[/url], for any who regularly visit there.
This is the spiritual successor to that old mission about every tf2 update right? i never had the chance to play it but the video was amazing, very hyped.
Well, I know I want to get a team together to play this
So is it going to be a totally private game, or are there going to be public slots?
[QUOTE=Mort Stroodle;45682588]So is it going to be a totally private game, or are there going to be public slots?[/QUOTE] The streamed instance is private slots only. However, I suggest you listen for the post-stream surprise. [editline]13th August 2014[/editline] [QUOTE=Punchy;45682485]This is the spiritual successor to that old mission about every tf2 update right? i never had the chance to play it but the video was amazing, very hyped.[/QUOTE] That it is. [editline]13th August 2014[/editline] [QUOTE=R.M.T.B.;45682553]Well, I know I want to get a team together to play this[/QUOTE] Soon enough...
Looks great, Gamemaster. It's always nice to see some new MVM stuff as well, so keep up the great work!
Fuck, the one day I'm not at home. Wish I could see the stream, this is looking pretty great :)
[QUOTE=Flubbman;45686677]Fuck, the one day I'm not at home. Wish I could see the stream, this is looking pretty great :)[/QUOTE] Twitch saves streams. I'll try to get it up on YouTube as well
[QUOTE=Gamemaster1379;45690091]Twitch saves streams. I'll try to get it up on YouTube as well[/QUOTE] No they don't. [img]http://facepunch.com/fp/emoot/frown.gif[/img]
[QUOTE=Smashman;45690108]No they don't. [img]http://facepunch.com/fp/emoot/frown.gif[/img][/QUOTE] Pretty sure they do if you enable it.
[QUOTE=Smashman;45690108]No they don't. [img]http://facepunch.com/fp/emoot/frown.gif[/img][/QUOTE] I believe they did a policy change that saves it for a week and deletes it after if you don't manually specify you want to save it--but from personal experience on my own twitch account, I know you [I]can [/I]save them.
don't be shy if you need testers :v:
Don't worry, I wont. The stream is about to begin for all those interested
[QUOTE=Gamemaster1379;45710017]Don't worry, I wont. The stream is about to begin for all those interested[/QUOTE] (it's here: [url]http://www.twitch.tv/theheartsman[/url]) [editline]16th August 2014[/editline] and you can download the map here: [url]https://dl.dropboxusercontent.com/u/59737104/MuseuM/MuseuMV_a9_public_release_v2.zip[/url] [editline]16th August 2014[/editline] aaand a link to the steam group, if you should wish to give feedbacK; [url]http://steamcommunity.com/groups/MuseuMV#[/url]
So, with the introduction of MuseuM V out of the way and the release out, I figure it's time to start making people aware of some the...other missions out there. For those of you who watched the stream and watched waves 9 and 10 of Legacy, you were introduced to what I call MVM bots and Australium Bots. These bots are special because they are bots that are built with upgrade station cash. Just like you, these bots have upgrades and are a force to be reckoned with. Now, there was a server mixup at the last moment and we had to do one that was sv_pure, so unfortunately viewers were not able to see the distinguishable icons that identified them. However, I have a screenshot that shows them in action. [img]http://i.gyazo.com/9f8b4f7739e456296a8d8f1412868449.gif[/img] This is an excerpt of 2013. It was written as a continuation of "wave 666" in style. It features MVM and Australium bots, just like those seen in Legacy. However, there's something particularly special about these bots. These bots actually grow in terms of station cash. Initially, players start out with more cash than the bots. However, as the game progresses--for every $1 that drops for the players, $2 drops for the bots, and they will have upgrades accordingly. I wrote this mission to be one of the hardest, most intense and convention breaking missions out there. People will have to find new metas in order to take on 2013, and I can't wait to see it. As of right now, I don't even know if it's beatable. My own team ran through it a couple of times, but our internal dev team was never actually able to beat it. Perhaps a crazy set of enthusiasts can break the barrier and go all out. At the very least, some feedback would be nice to know on where to tweak it.
[QUOTE=Gamemaster1379;45721508]So, with the introduction of MuseuM V out of the way and the release out, I figure it's time to start making people aware of some the...other missions out there. For those of you who watched the stream and watched waves 9 and 10 of Legacy, you were introduced to what I call MVM bots and Australium Bots. These bots are special because they are bots that are built with upgrade station cash. Just like you, these bots have upgrades and are a force to be reckoned with. Now, there was a server mixup at the last moment and we had to do one that was sv_pure, so unfortunately viewers were not able to see the distinguishable icons that identified them. However, I have a screenshot that shows them in action. [img]http://i.gyazo.com/9f8b4f7739e456296a8d8f1412868449.gif[/img] This is an excerpt of 2013. It was written as a continuation of "wave 666" in style. It features MVM and Australium bots, just like those seen in Legacy. However, there's something particularly special about these bots. These bots actually grow in terms of station cash. Initially, players start out with more cash than the bots. However, as the game progresses--for every $1 that drops for the players, $2 drops for the bots, and they will have upgrades accordingly. I wrote this mission to be one of the hardest, most intense and convention breaking missions out there. People will have to find new metas in order to take on 2013, and I can't wait to see it. As of right now, I don't even know if it's beatable. My own team ran through it a couple of times, but our internal dev team was never actually able to beat it. Perhaps a crazy set of enthusiasts can break the barrier and go all out. At the very least, some feedback would be nice to know on where to tweak it.[/QUOTE] find a chokepoint, have 5 scot resist demoman constantly cycling between blowing up with 1 dispenser nearby and the engineer nearby for backup.
my boys and I could definitely give it a try problem is knowing when it's on
[QUOTE=Hell-met;45723428]my boys and I could definitely give it a try problem is knowing when it's on[/QUOTE] It's publicly available now, just have to find somebody who will host it. [editline]18th August 2014[/editline] [QUOTE=Punchy;45723374]find a chokepoint, have 5 scot resist demoman constantly cycling between blowing up with 1 dispenser nearby and the engineer nearby for backup.[/QUOTE] I honestly don't think that would even work for Legacy, though I'm intrigued to see it attempted. I have a build in mind that might be able to beat it, but I don't want to say anything yet.
we did legacy with 2 randoms [thumb]http://www.sourceop.com/hell-met/TF2/muse.jpg[/thumb] (the damage broke on the scout, he didn't actually have 80k as you can see with the scores) initially we attempted money spy (me) but after a couple waves we realized it was pretty much impossible due to the massive gaps between the entrances so we just went on with acceptable loss. the lack of cover makes playing pyro extremely annoying and tedious. pyro in mvm relies on not being in the AI's line-o'-sight and it's simply out of the question in museum. the huge "steps" in the theater area seem problematic aswell. bots keep on spamming duckjumps and sometimes they can't quite reach the upper node and they just fall down again, then repeat. bouncy robots simply break the gameplay flow. perhaps just put extra rows with smooth diagonal player clips. the catwalk area wasn't really liked by anyone and it seems to do nothing but enforce a 2-engineer meta. giants coming down the catwalk (shortstops) have an extremely difficult time getting down the ramp, this is because presumably nav_generate created an alternate route which lands on the glass cases instead of down the ramp and giants get stuck on it. we only got pushed back on the last wave because of the large ammount of money bot groups. you should use a modified uber threshold for kritz medics so they pop earlier (can even make them pop as soon as they get down spawn) the flag detector seems slightly too large. (the bomb-is-close alarm) Some icons are vague, such as the backburner's or the green/yellow. green are upgraded robots, I believe? yellow are australiums, but what's the difference? other than that it's very fun and original, I'll report back for the other missions soon
A special thank you to Compy Mckitties, who is providing one of his own servers for everyone to play MuseuM V on. Check it out at mc.hectoravila.net:27015 [QUOTE=Hell-met;45753216]we did legacy with 2 randoms [thumb]http://www.sourceop.com/hell-met/TF2/muse.jpg[/thumb] (the damage broke on the scout, he didn't actually have 80k as you can see with the scores) initially we attempted money spy (me) but after a couple waves we realized it was pretty much impossible due to the massive gaps between the entrances so we just went on with acceptable loss. [i]One of our playtesters was a spy main and seems to love playing spy in the waves. It's worked very well for him, especially in late game. Though I do remember our team playing around chokes a lot more for him[/i] the lack of cover makes playing pyro extremely annoying and tedious. pyro in mvm relies on not being in the AI's line-o'-sight and it's simply out of the question in museum. [i]Noted. Perhaps some more props can be added to compensate for this. It still has yet to be under a final design. This is what the playtests are for[/i] the huge "steps" in the theater area seem problematic aswell. bots keep on spamming duckjumps and sometimes they can't quite reach the upper node and they just fall down again, then repeat. bouncy robots simply break the gameplay flow. perhaps just put extra rows with smooth diagonal player clips. [i]I noticed this as well. Perhaps that or navigational avoidance nodes on the "steps"?[/i] the catwalk area wasn't really liked by anyone and it seems to do nothing but enforce a 2-engineer meta. [i]I've never ran it with more than one Engineer myself. The bots always will come down to the left room, never the right. The catwalk was added in order to allow for a varietal spawn and prevent excessive camping. Before the catwalk was in, players absolutely never left the auditorium or even looked behind. [/i] giants coming down the catwalk (shortstops) have an extremely difficult time getting down the ramp, this is because presumably nav_generate created an alternate route which lands on the glass cases instead of down the ramp and giants get stuck on it. [i]noted.[/i] we only got pushed back on the last wave because of the large ammount of money bot groups. [i]There's been varying results to the Legacy Wave. It isn't specifically one "game level" mode, and is tasked to be a scaling intermediate-ish mission to encompass everything, a teaser if you will.[/i] you should use a modified uber threshold for kritz medics so they pop earlier (can even make them pop as soon as they get down spawn) [i]I may consider this for some of them. I imagine it would make things more interesting. For others, however, I intentionally went for the mechanic being stock to more or less punish players for pecking at the Kritz bots and making their target have crits (usually giants).[/i] the flag detector seems slightly too large. (the bomb-is-close alarm) [i]Noted.[/i] Some icons are vague, such as the backburner's or the green/yellow. green are upgraded robots, I believe? yellow are australiums, but what's the difference? [i]The icons are placeholders. I had a graphic artist who was going to redo all of them, but that person backed out. Hopefully somebody in the community is willing to come forward and make a new set. I've never made an official statement on what the icons represent in order to keep a matter of "mystery" to them for the stream event. However, it unfortunately was broken so people didn't get to see it. More or less, flashing icons represent what I call MVM bots (MVM bots are TF bots that have Upgrade Station cash and have upgrades according to how much cash they have). Green is tier 1, which is around $1200 or so in cash I think for Legacy. Yellow represents tier 2, Australium bots. They have around double the upgrade cash or so for Legacy. In the mission 2013, this is a lot more vague, the tiers aren't specific cash amounts, but instead ranges. Tiers 1 and 2 are green and yellow respectively, as they are in Legacy. However, 2013 introduces a flashing red as well, a "2013" bot, which is tier 3.[/i] other than that it's very fun and original, I'll report back for the other missions soon [i]Sounds great. Some of the other missions may not be as polished. Others are of low difficulty or cover uninteresting timeframes, so they will lack some of the more interesting "MVM" bots. [/i] [/QUOTE]
people calling this hard smh [t]http://puu.sh/b2LiH/8ac4f0ccc9.png[/t]
In the "2011" popfile, the forward upgrade station door does not open upon completion of wave 4.
[QUOTE=Punchy;45764573]people calling this hard smh [t]http://puu.sh/b2LiH/8ac4f0ccc9.png[/t][/QUOTE] I can't even.
We attempted 2011 (we somehow skipped 2010 by mistake) and I'll be blunt honest. Wave 1-2-3 was cool, then we realized it was the same goddamn annoying robots all over again, just more and more annoying and we quit. I understand the cool aspect of "AI teams" such as in legacy, it's unique and fun to see super-customized robots with their little team, but the fun dropped to zero as soon as we saw the same giant soda scouts with resistances over and over. Some things seemed really off. The shotgun heavies on wave1 start pack a massive punch and they pretty much steamroll any non-medic team that isn't camping the red heavy statue. Some shotgun heavies randomly have 75% resistances with no visual difference with the regular easy units. The giant tomislav somehow deflects rockets and gets all of his health back on kill(?) and I don't really understand why the libertylaunchers have airblast-on-hit either. None of this stuff is remotely related to the pvp variants of weapons (I believe the whole point of the map was to give robots a pvp feeling?) to be fair I only had 2 friends on and so we had 3 randoms, but that pop alone pretty much wrecked my interest in the map. I will try hard to get back into it soon.
[QUOTE=Hell-met;45782813]We attempted 2011 (we somehow skipped 2010 by mistake) and I'll be blunt honest. Wave 1-2-3 was cool, then we realized it was the same goddamn annoying robots all over again, just more and more annoying and we quit. I understand the cool aspect of "AI teams" such as in legacy, it's unique and fun to see super-customized robots with their little team, but the fun dropped to zero as soon as we saw the same giant soda scouts with resistances over and over. Some things seemed really off. The shotgun heavies on wave1 start pack a massive punch and they pretty much steamroll any non-medic team that isn't camping the red heavy statue. Some shotgun heavies randomly have 75% resistances with no visual difference with the regular easy units. The giant tomislav somehow deflects rockets and gets all of his health back on kill(?) and I don't really understand why the libertylaunchers have airblast-on-hit either. None of this stuff is remotely related to the pvp variants of weapons (I believe the whole point of the map was to give robots a pvp feeling?) to be fair I only had 2 friends on and so we had 3 randoms, but that pop alone pretty much wrecked my interest in the map. I will try hard to get back into it soon.[/QUOTE] The missions are not 100% finalized. Legacy saw the most play testing of all. The others still need revision. Valve did not do good implementation of heavy weaponry. They don't take some attributes and won't even equip certain weapons. They probably were very hard hitting because they had improper or no attributes assigned. The MVM bots were meant to give a pvpish feeling. In some of the other missions that were time gated to specific years, there was not as much content to work with. 2011 made use of certain mvm giant attributes from other maps. The liberty launcher and Tomislav were likely iterations of other existing Giants from other maps
Darn, I was thinking of making an MvM mission featuring different item sets and the order in which they were added. This definitely beats anything I could make, I can't wait to try this myself.
Sweet, Fight at the Museum.
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