Added spawn points for the side spawns at the front.Added relays to let mission makers open and close the forward spawn to use 'ambush bots'.Re-routed the bomb to go around the left side of the platform at the front.Adjusted geometry at gate area to make the its side spawn support Giant Robots.Adjusted geometry at the front and back areas of the map.Adjusted the angles on an observer point to stop the console being flooded by a ton of error messages.Adjusted geometry at the grinder to try and make it less annoying to use.Changed one max ammokit at the front to medium.Changed the steam whistle cap sound to a trainhorn.Changed the visuals of the map a bit to try and make it look less basic.Added Spyware Shipping, an Advanced mission by Jakapoa.Added some cover to the front to make it a bit easier to defend.Merasmus has reclaimed his lost television.Fixed the upgrade station not wanting to work if players lose a wave.Fixed a case where bots can get trapped inside A when a tank dies.Special request: added a relay to disable return timers.Fixed an error causing the gate alarm to play forever.Changed FaN Scouts on W5 to Poison Bowmen. ![]() The Black Box Giants on W2 are no longer gatebots.Changed Demoman inf support on W2 to Bowmen.The Charged Soldiers on W1 are no longer gatebots.Reduced Totalcount of the Soldiers on W1 by 8.Added Advanced2 difficulty (by The One of Wonders).Retooled Gatetank's map logic to better illustrate its function.Reshaped the ramp leading to A's capture point so it doesn't block the tank door.Made the bulb at the front nonsolid so folks can stop bumping into it.Fixed a navigation goof at the grinder area.Fixed a case where bots could skip bombpaths via the forward upgrade station area.Fixed a case where the middle door at the front doesn't close when A is captured.Fixed a fence being solid and causing some collision issues.Fixed bombpath markers not showing when the map first loads.Fixed a visual goof over at the grinder.Fixed a spot where players could leave level boundaries.Fixed a case where Giants would teleport into A and receive the bomb that was just sent back into spawn.Adjusted Gatebot pathing so they jitter around a bit less than before.Adjusted Tank paths at the front so players don't get crushed at corners as easily.Bumped up the ammo kits around the map a bit.Also tweaked a bit of the 'ghost lighting' around the map.Tweaked the lighting around the interiors. ![]() In Operation Madness vs Machines, it was featured with the missions Technophobia by colonel barrage and Pier Pressure by Tindall Berry.ĭockyard is one of the most commonly used maps for custom MvM missions. In Operation Canteen Crasher, it was featured with the mission Systematic Swarm by HeRp-A-dErP-a-NErp.eXe. The tour featured Spyware Shipping, a custom mission that takes place on Dockyard. There is one gate that gatebots will attempt to capture before deploying the bomb.ĭockyard placed as a finalist in the Mappers vs Machines Contest, and was first featured on Potato's MVM Server as a part of Operation Titanium Tank, a community-made Mann vs. Robots can spawn either from a small square entrance in the robot spawn area, or occasionally on the crates to the right. The map takes place in a Mannhattan-esque dockyard with several buildings, crates, and other objects in the surrounding area. This page contains information about a custom map that is not an officially released Team Fortress 2 map.Īll released Valve and Community-made TF2 maps can be found on the list of maps.ĭockyard is a community-created Mann vs.
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