Difference between revisions of "Production"

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== Changelog ==
 
== Changelog ==
{{hatnote|This is the changelog of the map before it was added to the game.}}
 
 
{{Changelog|
 
{{Changelog|
 
===RC4 Changelog===
 
===RC4 Changelog===

Revision as of 05:45, 4 October 2019

Production
Production.jpg
Basic Information
Developer(s): {{{map-developer}}}
Map Info
Environment: Desert / Industrial
Setting: Daylight, sunny
Hazards: Trains
One question for you: Where does Grey Mann get all his robots from? Well, he makes them. But he can't make ALL of them, so it seems like he's turned to outsourcing. Time to attack the source, mercs!
Production publicity blurb

Production is a community-made Mann vs. Machine map created by Sandwhip. It takes place in a badlands-based factory where RED must defend a Mann Co. exports office. It was made (and accepted) for Operation Madness vs Machines.

Production features one advanced mission: Distillery Distruction by Sandwhip

Locations

Hatch Area

The Hatch is enclosed in a small, walled-off area that forces the robots to move through a tight doorway to deploy the bomb.

Trainyard

The Trainyard has two routes the robots may take. The high route, which takes robots up and alongside a set of train tracks, and the low route, which is shorter but forces the robots into a low-ground position in a small ditch. The high route also has a train that comes intermittently, which Pyros can airblast robots into to instantly kill them.

Factory

The main 'choke' of the map, the main path the robots take is surrounded by segments of high-ground for the defenders, creating a valley the robots must traverse. There is also a dead-end route, which can be transformed into a shortcut that leads almost directly to the hatch if a tank is allowed to pass through it.

Front

The spawning area for the robots. They will enter the area from two gates, one dropping down over an elevator (gate A), and another from a side building (gate B). Tanks will enter the area from a tunnel on the other side of the area.

An Upgrade Station is also present here, and players can use it in between waves.

Gallery

Changelog

Changelog:

RC4 Changelog

  • Mission Changes
  • Nav fixes

RC3 Changelog

  • Mission improvements
  • Minor detail changes
  • Bug fixes

RC2 Changelog

  • Mission improvements
  • New mission (for real this time)
  • Minor detail changes
  • Navigational improvements
  • Bug fixes

RC1 Changelog

  • Mission improvements
  • Added a lot of additional detail
  • Final optimisation
  • Lots of bug fixes
  • Teleporters return (map, not mission)

B2 Changelog

  • Mission improvements
  • Added extra detail
  • Optimisation pass (stage 2)
  • Made multiple balance changes to the mission
  • Removed extra mission
  • Some minor bug fixes
  • Added extra support for mission creators

B1 Changelog

Been a little while since the last update, huh? This update is a bit of everything, a bunch of detail, gameplay, and support changes have been made.

  • Improved navigation mesh
  • Added extra detail
  • Optimisation pass
  • Made multiple balance changes to the mission
  • Added extra 'for-fun' mission
  • Several clipping improvements
  • A ton of minor bug fixes
  • Probably a bunch of other things I can't recall

Trivia

  • The developer's username can be found in a hidden room in the alleyway at the front, which can be accessed through a small hole in the clipping of the alley.
  • There are many easter-eggs on Production, including an 'OwO cow', a medic cutout (likely referring to the 'MeeM' fad), and cigarettes under a 'no smoking' sign.
  • The music that plays at the Upgrade Stations in-between rounds is 'Upgrade Station', an unused 1-minute loop of elevator music that presumably would play in Mann vs. Machine when players were at an Upgrade Station.

See also

External links