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 Siberian forest at night, where RED is trying to launch a rocket at Gray Mann and his robots. It also features 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.

Cyberia has been featured in several community Mann vs. Machine operations.

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

Gallery

See also

External links