Team Fortress 2

Team Fortress 2

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MOTHERLAND
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游戏模式: 曼恩 vs. 机器
文件大小
发表于
更新日期
126.514 MB
8 月 27 日 下午 7:09
10 月 2 日 下午 5:44
11 项改动说明 ( 查看 )

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MOTHERLAND

在 Hoppkins 的 1 个合集中
THE MOTHERLAND COLLECTION
30 件物品
描述


COMRADES!

Anti-patriotic robots are attacking the Glorious Mann Workers Reactor. An explosion of eleven billion pounds of liquefied Australium -- unthinkable! We must save the Motherland.

MVM_Motherland is a challenging MVM map with a sleek, organic design by HOPPKINS AND FMPONE.










Click here ^


Click here ^


Click here ^



US - SERVER: connect 108.3.170.18:27101

EU - SERVER: connect 77.90.13.13:27016

SGP - SERVER: connect 139.99.124.126:27222



HOPPKINS
- PROJECT LEAD / ARTPASS / LEVEL DESIGN / 3D / OPTMIZATION / GAMEPLAY DESIGN / MARKETING

FMPONE
- ARTPASS LEAD / ARTPASS POLISH / 3D / 2D / ENVIROMENT DESIGN / MARKETING

ELI
- ARTPASS ARTIST / 3D / OPTIMIZATION

JAMESON
- LAYOUT / 2D / ARTPASS START

LIZARD
- VSCRIPT / MISSIONS

BRAINDAWG
- VSCRIPT / MISSIONS

SNTR
- MISSIONS

LERD
- 3D MODELS / RENDERS / ANIMATIONS

XB33
- 3D MODELS

ROTEM HECTH
- SOUNDTRACK

CHEESYPUFF
- PARTICLES

HYPO
- ANIMATION / MARKETING



- PACKS USED -

STUFFY360 -> OFFICE PACK

ZEUS -> MALL PACK



- SPECIAL THANKS -

Maxxy - SFM porting Map
Midlou - For zeppelin placeholder and feedback
Brokk - Support on Optmization and feedback
Whurr - Feedback and Nav mesh support
ffccklg - Feedback playtest support
Big Joey - Feedback playtest support
Oldmann - Feedback playtest support and Cosmetic sets
Corvalho - Feedback playtest support and Cosmetic sets
LazerSofa - Feedback playtest support and Cosmetic sets
AC130 - Feedback and playtest
Entropy - Bug feedback

And service support for feedbacks:

[potato.tf]
114 条留言
Hoppkins  [作者] 12 月 14 日 上午 8:13 
Like i said we had positive reviews towards Motherland Gameplay and we can't make everybody happy, but the train passive we are looking into it and right now is totally innofensive bug that doesn't affect gameplay direcly, and mission makers can decide to spawn the passive train whatever they want, we make the map modular for potato.tf mission makers to use all the features of the map as they want. We didn't wanna create a non modular map for them to build on top of it and just to deliver to valve without giving the community something to make missions with customization.

Any questions about motherland i would prefeer over the discussion tool steam provides over workshop items, is easier to be saved and the UI is better to find myself!

Good day
Hoppkins  [作者] 12 月 14 日 上午 8:13 
Hi we are sorry that you didn't enjoy the motherland experience, we included to all bots use gate and no filter so the map wouldn't have two routes, to keep right focused under each small location of the map.

Also sometimes some props looks good with some converging props to each other rather than bloat the file size with too much custom stuff, we added as much as we could for custom but we didn't wanna surpass the 130mb limit so everybody can download and enjoy TF2 is a old engine you have to understand that things will be janky and some will require valve to implement themselves. You can't build rome in a day.
Quenquent the babysitter 12 月 14 日 上午 2:20 
Oh forgot to say, I liked the "train boss". A nice twist that works well with the map.
Quenquent the babysitter 12 月 14 日 上午 2:18 
I'm sorry but if this map actually gets added into the game, this will be a soft-Wutville situation in our hands...
Quenquent the babysitter 12 月 14 日 上午 2:18 
The entire robot drop zone all converge into a rather small chockepoint. The only alternate path is the one gatebots take. I played as a Scout when we tested the map and I found myself struggling with getting past that chokepoint for money collection, as my only two choices were to either tank everything face-first or find a sidepath that would make it rather long to go behind the bots. It could be on me tho as I think there's a faster path if you take some jump height upgrades.

And finally, at spawn, you have some custom props - a bunch of spytech-like computers - that clip into each other. That was the straw that broke the camel's back. You advertise this as a high-quality map with custom content and the custom props you use clip into each other?!? WHY NOT MAKE AN ACTUAL PARENTHESIS-SHAPED PROP WITH 3 COMPUTERS LINKED TO EACH OTHER INSTEAD OF HAVING CUSTOM-MADE PROPS CLIP INTO EACH OTHER?!?
Quenquent the babysitter 12 月 14 日 上午 2:18 
The "decorative train" has sounds that are way too low and is buggy as hell: teleporting back into the track, spawning nearly non-stop and messing with the sync of the train gates with it. We even saw the train in the skybox and that is the most confusing screenshot I made in a while. I will give some credits that you were smart enough to not spawn it mid-mission and make the map a balancing nightmare.

Now for the map design itself, it's way too big for an MvM map. So many corridors and even whole siderooms could be cut as they have close to 0 effects on gameplay and are, at best, just cluster. We can see it used to be a payload map and it's NOT in the map's advantage. Hell, some doors are still sized for players: we got a case of a super-scout stuck in one of the doors on the higher floors. I'm sure that's not the only door.
Quenquent the babysitter 12 月 14 日 上午 2:18 
Also, why is there no filter on the type of bots that can capture the control points the old fashioned way? Missions have gatebots that can capture normally and normal robots that capture via the "bomb". However, ANY robot can contribute to control point capture, for some reason. I saw a sentry buster almost capture A at one point. This is a basic of MvM map/mission making: you add a tag to make gatebots the only one that can normally capture a point. Otherwise - something that happened often - the normal bots would just capture the point themselves without the bomb deploying. If that was the goal and not an oversight, then what's the point of the bomb instant-capping?!?

Oh also, the gates don't close at wave's end. I never saw gate B close myself.
Quenquent the babysitter 12 月 14 日 上午 2:17 
Whoever commend this map to be added should actually play the bloody thing instead of going "Wow, pretty!".
The map itself is unpolished with obvious flaws and huge MvM sins.

I am not against the whole "robots must cap points before being able to deploy" mechanic, but when you play the map, you understand why this isn't used anywhere else as the flaws are obvious. The moment all the robots have spawned in a mission and you have at least one gate to spare, you can't lose the wave. This forces every waves to have infinite support bots for that case-scenario and the mission we played didn't have that. I thought this would prevent "boss waves" but the mission offered one which was a not-good experience imo, with the boss spawning semi-giants non-stop that can actually capture stuff.
TonnTomat 12 月 4 日 上午 5:04 
此留言正在等待我们的自动内容检查系统分析。在我们证实其内容无害之前(例如试图窃取信息的钓鱼站点链接),留言将暂时隐藏。
BerrySerious 10 月 19 日 上午 9:37 
i would not be surprised if this made it in, incredible work