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All Discussions > Events > Topic Details
 This topic has been pinned, so it's probably important
Dayal Mar 10 @ 3:44pm
Event: MvM Map Testing
Hello everyone!

The Map Testing Event is live now.
The IPs to the public testing servers:
mvm.sigpipe.info:27116
mvm.sigpipe.info:27117

Time schedule in +1 GMT timezone:
Friday (+1 GMT)
6:00 pm: Helix
7:15 pm: Snowyard
8:30 pm: Quetzal
9:45 pm: Shiverpeak
11:00 pm: Logvalley
12:15 am: Grassrun
1:30 am: Trainyard
3:00 am: Closing server

Saturday (+1 GMT)
6:00 pm: Grassrun
7:15 pm: Trainyard
8:30 pm: Logvalley
9:45 pm: Snowyard
11:00 pm: Helix
12:15 am: Shiverpeak
1:30 am: Quetzal
3:00 am: Closing server

Sunday (+1 GMT)
4:00 pm: Shiverpeak
5:15 pm: Quetzal
6:30 pm: Trainyard
7:45 pm: Logvalley
9:00 pm: Grassrun
10:15 pm: Snowyard
11:30 pm: Helix
1:00 am: Closing server
Last edited by Dayal; Apr 7 @ 5:49am
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Showing 1-15 of 22 comments
I'd be more than happy to help with map testing. Add me, and tell me when you'd like me to do so.
MY LEG! Mar 15 @ 7:33pm 
^^^
i can do this but i'm still not 100% sure with my map, i still have mission nerfing to do *potentially, not 100% sure but it still might be difficult* and figure out how to make spy bots stop appearing in places i don't want them to. https://i.imgur.com/Zz8j6FM.png this is the current mission as is, still can use some work. but other than that the map is for the most part playable
Last edited by [LODD]Breakdancer | trade.tf; Mar 16 @ 12:51pm
Dayal Mar 16 @ 3:19pm 
Originally posted by Mama Luigi's Pizza:
I'd be more than happy to help with map testing. Add me, and tell me when you'd like me to do so.

You don't need to add me, you'll know the time and day when the event happens when I edit this post. So you can expect some event invites around that time.

Originally posted by LODDBreakdancer | trade.tf:
i can do this but i'm still not 100% sure with my map, i still have mission nerfing to do *potentially, not 100% sure but it still might be difficult* and figure out how to make spy bots stop appearing in places i don't want them to. https://i.imgur.com/Zz8j6FM.png this is the current mission as is, still can use some work. but other than that the map is for the most part playable

It's sort of advised to have a somewhat enjoyable mission for the playtesting. Since an unenjoyable can leave a sour taste for the map. Although, I'm not expecting a flawless/100% enjoyable mission for the playtesting. This event is also made to get feedback on missions you want to ship with the map, so don't worry.

On a side not, I edited the OP to include a deadline till when I'll try to set for a date for the event. If we have enough maps that is, we're currently standing at 5 if Breakdancer wants his/her map to be tested. Though, you can always submit your map before the event starts.
Originally posted by Dayal:
Originally posted by Mama Luigi's Pizza:
I'd be more than happy to help with map testing. Add me, and tell me when you'd like me to do so.

You don't need to add me, you'll know the time and day when the event happens when I edit this post. So you can expect some event invites around that time.

Originally posted by LODDBreakdancer | trade.tf:
i can do this but i'm still not 100% sure with my map, i still have mission nerfing to do *potentially, not 100% sure but it still might be difficult* and figure out how to make spy bots stop appearing in places i don't want them to. https://i.imgur.com/Zz8j6FM.png this is the current mission as is, still can use some work. but other than that the map is for the most part playable

It's sort of advised to have a somewhat enjoyable mission for the playtesting. Since an unenjoyable can leave a sour taste for the map. Although, I'm not expecting a flawless/100% enjoyable mission for the playtesting. This event is also made to get feedback on missions you want to ship with the map, so don't worry.

On a side not, I edited the OP to include a deadline till when I'll try to set for a date for the event. If we have enough maps that is, we're currently standing at 5 if Breakdancer wants his/her map to be tested. Though, you can always submit your map before the event starts.
Alright then, thanks for clarifying. Hope we can get a lot of support for this.
Originally posted by Dayal:
Originally posted by Mama Luigi's Pizza:
I'd be more than happy to help with map testing. Add me, and tell me when you'd like me to do so.

You don't need to add me, you'll know the time and day when the event happens when I edit this post. So you can expect some event invites around that time.

Originally posted by LODDBreakdancer | trade.tf:
i can do this but i'm still not 100% sure with my map, i still have mission nerfing to do *potentially, not 100% sure but it still might be difficult* and figure out how to make spy bots stop appearing in places i don't want them to. https://i.imgur.com/Zz8j6FM.png this is the current mission as is, still can use some work. but other than that the map is for the most part playable

It's sort of advised to have a somewhat enjoyable mission for the playtesting. Since an unenjoyable can leave a sour taste for the map. Although, I'm not expecting a flawless/100% enjoyable mission for the playtesting. This event is also made to get feedback on missions you want to ship with the map, so don't worry.

On a side not, I edited the OP to include a deadline till when I'll try to set for a date for the event. If we have enough maps that is, we're currently standing at 5 if Breakdancer wants his/her map to be tested. Though, you can always submit your map before the event starts.
well i mean it's probably not gonna be too good of a mission but i can send it regardless, i do want to find a fix for the spy issue though
Dayal Mar 18 @ 4:23am 
Maybe I can fix the Spy issue for you? Which wave do they appear in and are they mission Spies or support Spies?
Originally posted by Dayal:
Maybe I can fix the Spy issue for you? Which wave do they appear in and are they mission Spies or support Spies?
the spies appear on 2 waves but they teleport to places where they will get stuck at.
specifically sniper spawn and tank paths
Last edited by [LODD]Breakdancer | trade.tf; Mar 18 @ 7:18am
Dayal Mar 18 @ 7:29am 
Oooooh, like that, completly misunderstood the problem.
The tank path can be solved by covering the entire area the tank goes through with a clip brush, since tanks pass through these brushes anyway (or removing the nav meshes in the path), assuming that the tank paths are for tanks only and shouldn't have bots going through them. No idea on how to fix the sniper spot though. I assume this is a spot red team can't get to?

Wait, I'm stupid, I can check that out myself now with the download link.
Last edited by Dayal; Mar 18 @ 7:35am
Originally posted by Dayal:
Oooooh, like that, completly misunderstood the problem.
The tank path can be solved by covering the entire area the tank goes through with a clip brush, since tanks pass through these brushes anyway (or removing the nav meshes in the path), assuming that the tank paths are for tanks only and shouldn't have bots going through them. No idea on how to fix the sniper spot though. I assume this is a spot red team can't get to?

Wait, I'm stupid, I can check that out myself now with the download link.
the one tank path is meant to be crossed by bots though that's the thing
yes red can't enter sniper spawn
Last edited by [LODD]Breakdancer | trade.tf; Mar 18 @ 8:24am
Dayal Mar 19 @ 7:15am 
You can fix the tank issue by clipping the tank paths, making the clip brushes a solid func_brush and then disabling the func_brush whenever the tank destroys barricade blocking the paths. It's similar as to how the barricade works in Rottenburg. It has a clipping that gets disabled whenever the tank destroys the barricade.

Dunno about the Sniper spot though.
Originally posted by Dayal:
You can fix the tank issue by clipping the tank paths, making the clip brushes a solid func_brush and then disabling the func_brush whenever the tank destroys barricade blocking the paths. It's similar as to how the barricade works in Rottenburg. It has a clipping that gets disabled whenever the tank destroys the barricade.

Dunno about the Sniper spot though.
...right. but the sniper spot yeah that's a mystery entirely to me i DID have a open spot there but had a respawnroomvisualizer there to prevent red from entering but i closed it off when i had navigation generated but i might have to re-add the open spot from sniper spawn so the spies can get out of there.
just updated to map to have clips in every spot where spies COULD spawn at. the tank paths are also covered with clips that are disabled/enabled. also spies should be able to exit out of the sniper spawn now with the open wall again. https://drive.google.com/open?id=1nbYigH3OC3hAV9nGGxPCNQdCvE5jFCX_
EDIT:New stuff added in ...pretty much every file here except the hud folder, i forgot to add clusterbomb_giant to it as it uses this, the server likely already has this file but i'm just pointing out i forgot to add it. https://drive.google.com/open?id=1_Vud4Bq24bUN-xAkacav8E4zFg4-_X9-
Last edited by [LODD]Breakdancer | trade.tf; Mar 24 @ 6:02pm
Dayal Mar 28 @ 1:40pm 
The map testing event will start on the 6th of April. We currently have 5 maps, maybe 6. You can still submit your maps or do any changes to them untill the 6th. Will post an announcement with the details tomorrow.
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