Cyberia
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| “I built that.” This page contains information about a custom map that is not an officially released Team Fortress 2 map. All released Valve and Community-made TF2 maps can be found on the list of maps. |
| Cyberia | |
|---|---|
| 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 | |
| “ | 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.
Contents
Changelog
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