Showing posts with label MVM. Show all posts
Showing posts with label MVM. Show all posts

Friday, October 26, 2012

Haha! Yes! Zombie Halloween! Called it! Yes, it was totally obvious, but that doesn't matter. The important thing is that I called it and it is awesome.

TF2 just introduced Wave 666, the Mann Versus Machine mode that adds goddamn zombies.

Thursday, October 11, 2012

Spy Buildings

Part of my MvM building project, this is the logical conclusion for building weapons for every class. The Spy is a tricky class because of his covert nature. He's exactly what you'd expect from a spy--he should be ready to quit the territory at the drop of a hat. Sorry about the slow updates lately, I've been swamped with school work.

Offense:
The Flipped Asset
This mine-like building will snap up an approaching robot and spin it around, forcing it to fight its former comrades. It'll attack just like it normally would, albeit without moving. A Flipped Asset is not considered destroyed until the robot that it captures dies. Giant robots are immune but take damage from a Flipped Asset.


Support:
The Web of Deceit
Generates a field that distracts the bomb courier. Bomb couriers in range of its effect  that are not within a set distance of the real Bomb Target will head towards the Web. The WoD loses HP for every second a bomb courier is caught in its radius and cannot be repaired. Sentry busters will be distracted, but tanks cannot be persuaded to change course.



Transportation:
The Blind Spot
Generates an invisibility field. Allies will be ignored by enemy AI unless they fire an offensive weapon or are bumped into by a foe.

Monday, September 17, 2012

Demoman Buildings

Part of my MVM Buildings For Everyone project. Putting a PDA in the action slot for every class, complete with its own buildings in the three slot spots taken from the PDA. All three are probably too powerful to be strapped onto one non-Engineer class, but who knows? Maybe one idea will be a good balance for the canteen in MvM.

PDA: A Countdown timer, seen here

Offense:
The Carpet Bomber
This minelayer allows you to dynamically cover a small area of the map with short-term explosives. Essentially, it'll lay five stickies, then detonate them when an enemy gets close. These bombs have a comparatively long arm time, so you can't trust them to catch fast enemies (like scouts or medics). These have a limited supply of ammo, expiring after expending just 10 ammo.

Support:
Robot Bait
Attracts the nearest non-tank Bomb Courier as long as its in range.  Tremendous range.

Transport:
The Pop-Up
This nonlethal minelayer pops enemies into the air, delaying them, putting them on a predictable path for your skeet-shooting snipers, and of course letting you get easier combos for weapons that deal in-air damage penalties.

Thursday, September 13, 2012

Heavy Buildings

The Heavy Buildings were kind of a tricky build because, of course, everyone always wants to suggest a sandvich dispenser, and nobody wants to see a support building that gives the Heavy independent heavy ammo a la the dispenser. Giving him an offensive weapon that didn't come off as overpowered

Anyway, this is a continuation of the MVM buildings project, buildings for the Heavy. Further concept art is forthcoming. As always, suggest your own! I am by no means even a halfway competent developer and I have a one track mind. Get creative and submit stuff to my comments! Good comments and ideas will get posted--with credit--on Fridays.

Offense:
The Western Affront
Rename pending. This is a fast-deploying minisentry type weapon, meant more to help the Heavy beat retreats than serve as additional firepower. Drop one of these to stall the robots while you spin down, back up, and head for more health and ammo.

Support:
Natascha II
This support weapon works like a regular sentry, but instead of firing bullets, it slows down its victim. Hits are still registered as hits (and can thus draw the attention of sentry busters), but do zero damage.

Transportation:
The Cubano
This "transportation" building actually generates a defensive cloak--enemies cannot attack through it, as though it were a fortification. Technically I guess it is a fortification.

Monday, September 10, 2012

Medic Buildings

A continuation of the MVM buildings project, buildings for the Medic. Further concept art is forthcoming. As always, suggest your own! I am by no means even a halfway competent developer and I have a one track mind. Get creative and submit stuff to my comments! Good comments and ideas will get posted--with credit--on Fridays.







Offense:
The Zombie Turret
On kill in AOE, generates a zombie minisentry
Minisentries can be controlled by dead allies



  
This is a double modification of a couple of older ideas I had. The Zombie Turret doesn't actually do any killing on its own. However, when there's a kill nearby, it converts the victim's robot corpse into a Zombie Node, a tiny minisentry that deals a small amount of damage. However, there's another special perk to this: zombie miniturrets can be operated by the spirit of dead comrades waiting for a respawn. Medics can opt to eject unhelpful allies by shooting a possessed zombie turret.

Support:
The Blood Bath
Collects all non-medic healing in range and converts it into a canteen charge. Every time a nearby ally collects healing from a medkit, eats a sandvich, lands a hit with the Black Box or Blutsauger, or heals themselves in any way, they generate charge. As an added bonus, a canteen charge ALSO fills a medic's uber bar by 50%.

Transportation:
A standard teleporter. I got nothing.