Cyberia

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Cyberia
Cyberia.jpg
Basic Information
Map type: Mann vs. Machine
File name: mvm_cyberia_rc6a
Version: Release Candidate 6
Released: April 20, 2019
Last updated: July 10, 2020
Developer(s): Braindawg
dexc34
Waugh Gaming
Peepo
Link(s): TF2Maps
Map Info
Environment: Mountains
Setting: Night, Snowy
Hazards: Pitfalls
Map Items
Healthico.png Health Kits: Mediumhealth.png ×10  •  
Largehealth.png ×4
Ammoico.png Ammo Boxes: Smallammo.png ×1   •   Mediumammo.png ×9   •  
Largeammo.png ×6
Somewhere deep in Siberia's forest, Mann Co opens a new factory. But laying deep within the factory's facilities, a rocket has been constructed set to launch straight for Gray Mann, and his robots. A robot spy relays this info back to Gray Man,(sic) he launches a robotic assault against the facility.
Cyberia publicity blurb

Cyberia is a community-created Mann vs. Machine made by dexc36. It is set in a factory deep inside a nighttime Siberian forest, where RED is trying to launch a rocket at Gray Mann and his robots. It was made and accepted for Operation Madness vs Machines, and featured again in Operation Binary Blackout.

Cyberia featured 3 missions for Madness vs Machines, Frozen Freaks by dexc36 and Waugh Gaming, Launch Sequence by Peepo, dexc36 and Waugh Gaming, and Northern Lights by Braindawg, dexc36 and Waugh Gaming. For Binary Blackout, it featured one advanced mission: Silver Snow by CreatorForce.

Changelog

Changelog:
Changes in A7:

Map Changes:

  • Extended the bomb zone hatch to lose the claustrophobic feel
  • Removed crates on the bomb hatch
  • Added a second red spawn, where the grinder used to be
  • Removed grinder
  • Made the platform at the death pit retract upwards, creating a barrier. This happens every 10 robots. The platform goes back to normal at the start of the next wave
  • Added a 3rd and 4th exit for bots to enter the area.
  • The path can now split from the main entrance/main hall, and the forward upgrade room

Mission Changes:

  • Fixed MaxActive to fit the 22 bot limit
  • Removed giant heavy in W1 and replaced with giant demo
  • Giant Kritz medic in W1 is now a Giant medic
  • Removed support medics in W3, except for shield medics
  • Removed support medics in W4
  • Removed the attribute "AlwaysCrits" from multiple robots
  • Human Busters now work as intended
  • Brand New Intermediate mission: Poker Pummel
  • Fixed missing icons

Changes in A7B:

Map Changes:

  • Lighting in the factory has been redone from the ground up, replacing the placeholder lighting

Mission Changes:

  • Fixed the Krits Medic appearing as a giant, even though it functions as a normal robot
  • Slightly adjusted WaveRespawnTimes and MaxActive times
  • Slightly lowered the number of robots on some waves

Changes in A8:

Map Changes:

  • Moved Hutspawn to a different location
  • Added an extra platform in the starting area for more engie spots
  • Made the jumpads more obvious they were jumpads

Mission Changes:

  • SIGNIFICANTLY reduced the amount of spies and how fast they can respawn
  • Slowed down how fast engie bots can spawn
  • All shield medics (except for W6) are taken off support and put into the main wave
  • Reduced the amount of medics in the waves
  • Giant Demo now spawns with Scouts and Heavies in W1
  • Multiple Giant Soldier Spammers were made into Giant Baragge Soldiers instead
  • Increased both final tank health to 35k (W6) (+5k health)
  • Increased "The Cow's" health to 40k (W6) (+15k health)
  • General tweaks to bot count and how fast they spawn

Now includes an Intermediate mission by Y o o v y

Changes in A8B:

  • Removed shield medics in W1
  • Scaled down The Cow so he wouldn't get stuck in some areas

Changes in A9:

Map Changes:

  • The map is no longer surrounded by one hollowed out skybox, the map now features a proper skybox and proper optimization
  • Smoothed out the cylinder building
  • Jumpad overlays now facing the right way
  • Boosted the power on a few jumpads
  • The pinetree in playable space is removed for better visibility
  • Removed "The Not-Really a Tank Spawn" due to it being misleading, and overpowered
  • Made flank spawn more obvious it was a flank spawn
  • Nerfed sniper sightlines and sniper balconies
  • Fixed arches appearing pure black
  • You no longer take fall damage transitioning between levels in spawn
  • Added a missing respawnroomvisualiser on one of red team's door
  • Fixed nav issues

Mission Changes:

  • Frozen Freaks:
  • * Removed Human Busters
  • * Tweaks to bot counts
  • * All bots now take the teleporter, not just bots that spawn under "spawnbot"

Changes in A9C:

Map Changes:

  • Quality of life improvements such as no longer needing to jump on the jump-pads, you can now just walk onto them!
  • Mission changes

Changes in A10:

Map Changes:

  • Detailed the forward upgrade station room
  • Clipping and nav improvements
  • Jump pads are less finicky
  • Added a path to the right bomb path so defenders can access it easily

Mission Changes:

  • FROZEN FREAKS:
    • Tweaks to max actives
  • WINTER WALTZ:
    • New expert mission made by me
  • SNOW SIEGE:
    • Decommissioned by its mission maker, YOOVY. I will pick it back up once Frozen Freaks is perfected

Changes in A13:

Map Changes:

  • Base detailing has commenced on the hatch by Waugh101
  • Further detailed the factory

Changes in A13A:

  • Fixed a nav_avoid

A text document is now included in the download. This includes all relays, spawnpoints and other things required for making a mission. Mission makers will gladly be accepted into the development of this map.

Changes in B4:

  • Started detailing the map
  • Tank barricade plays sound properly
  • Tank barricade now turns off its collision immediately once it is broken
  • Small tank added
  • Big tank added
  • Sticky tank (tankdozer) added
  • New int mission
  • Other mission changes
  • Repacked the map

Changes in B5:

  • More artpassing
  • Now includes an exp mission (Northern Lights) made by Braindawg!

Changes in B6:

  • Artpass finished
  • Bug fixes
  • Added a mini tank

Changes in RC1:

  • Detailed the map fully
  • Fixed bomb stuck spots
  • Fixed a few clipping errors

Changes in RC2:

  • Moved the aurora to a new location
  • Removed all skycards
  • Fixed visual bugs
  • Extra detailing at front and hatch

Changes in RC3:

  • Added a way to get back up onto the main defender potion from the robot main path at the front
  • Dug up some snow on the flank spawn drop to make it easier to rotate from the main spawn drop
  • Placed a rock in front of sniper deck at front to give sniper some mild cover from bots spawning in the flank, also serves a good dispenser spot
  • Did some tweaks to the bumpiness of the displacements at the front
  • Bots will no longer climb over the rocks when spawning in the flank spawn when attempting to make it back into the main spawn drop
  • Added a snow/concrete blend by Idolon

Changes in RC6A:

  • Updated the Aurora
  • Added snow particles
  • Fixed multiple bugs

Trivia

  • There are 4 fans named as "Experiment Jump Pads" that can be used as platforms to move faster through the map in a certain direction; directions for each jump are indicated on the walls near each jump pad.

Gallery

See also

External links