Difference between revisions of "Casino City"
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{{custom map}} | {{custom map}} | ||
{{Map infobox | {{Map infobox | ||
+ | | map-status = custom | ||
+ | | map-name = Casino City | ||
| map-image = Casino_city_contest.jpg | | map-image = Casino_city_contest.jpg | ||
− | | game-type | + | | map-game-type = Mann vs. Machine |
− | | file-name | + | | map-file-name = mvm_casino_city_b8 |
− | | | + | | map-version = Beta 8 |
− | | | + | | map-released = July 20th, 2018 |
− | | developer | + | | map-updated = January 4th, 2023 |
− | | | + | | map-developer = [https://steamcommunity.com/id/bigfootbeto/ BigfootBeto] |
+ | | map-links = [https://tf2maps.net/downloads/casino-city.6194/ TF2Maps] | ||
| map-environment = City | | map-environment = City | ||
| map-setting = Nighttime | | map-setting = Nighttime | ||
− | | map-hazards = [[ | + | | map-hazards = [[Environmental death#Pitfalls|Pitfall]] |
− | | map-health | + | | map-pickups-health-small = 4 |
− | | map-health | + | | map-pickups-health-medium = 25 |
− | | map-ammo | + | | map-pickups-ammo-small = 1 |
− | | map-ammo | + | | map-pickups-ammo-medium = 19 |
− | | map-ammo | + | | map-pickups-ammo-large = 7 |
}} | }} | ||
− | '''Casino City''' is a [[Custom maps|community-created]] [[Mann vs. Machine]] | + | [[File:Casino City map overview.jpg|thumb|top|Overview of Casino City.]] |
+ | |||
+ | '''Casino City''' is a [[Custom maps|community-created]] [[Mann vs. Machine]] map. It is set in a resort city with a heavy focus on gambling. It was made for the community campaign [[Operation Canteen Crasher]]. | ||
Casino City features a second currency system alongside [[Credits]] called Chips. Chips are dropped by certain robots during a wave, and can be used to purchase map-specific upgrades and participate in a range of gambling minigames. Chips are shared across all players, and the Chip count is reset in the case of a wave failure. | Casino City features a second currency system alongside [[Credits]] called Chips. Chips are dropped by certain robots during a wave, and can be used to purchase map-specific upgrades and participate in a range of gambling minigames. Chips are shared across all players, and the Chip count is reset in the case of a wave failure. | ||
Line 24: | Line 29: | ||
A special version of the [[Tank Robot|Tank]] appears on certain waves on this map. These Tanks have two high-health level three [[Sentry Gun]]s on top, and the front of the "Li'l Chew Chew" cart from [[Frontier]] is attached to the front, instantly killing defenders that get too close to the mouth. | A special version of the [[Tank Robot|Tank]] appears on certain waves on this map. These Tanks have two high-health level three [[Sentry Gun]]s on top, and the front of the "Li'l Chew Chew" cart from [[Frontier]] is attached to the front, instantly killing defenders that get too close to the mouth. | ||
− | Two missions were made for the map for Canteen Crasher: [[Poker Pummel (mission)|Poker Pummel]] (Intermediate) and [[Cashgrab Chaos (mission)|Cashgrab Chaos]] (Advanced). For [[Operation Madness vs. Machines]], | + | Two missions were made for the map for Canteen Crasher: [[Poker Pummel (custom mission)|Poker Pummel]] (Intermediate) and [[Cashgrab Chaos (custom mission)|Cashgrab Chaos]] (Advanced). For [[Operation Madness vs. Machines]], six missions were created: [[Midnight Gambling (custom mission)|Midnight Gambling]] (Intermediate), [[Cash Out Crash Out (custom mission)|Cash Out Crash Out]] (Advanced), [[Platinum Parade (custom mission)|Platinum Parade]] (Advanced), [[Sketchy Swing (custom mission)|Sketchy Swing]] (Advanced), [[Vindicated Vices (custom mission)|Vindicated Vices]] (Advanced), and [[Gambler's Gambit (custom mission)|Gambler's Gambit]] (Nightmare). The intermediate mission Jackpot was released for [[Operation Binary Blackout]]. |
== Games == | == Games == | ||
− | All | + | All games require Chips to play, with each game having different Chip outputs. The game room entrances are blocked off while one game is active. |
*'''Slots''': A three-reel slot machine that costs 1 Chip to play. Each reel stops automatically after a player starts them. | *'''Slots''': A three-reel slot machine that costs 1 Chip to play. Each reel stops automatically after a player starts them. | ||
− | *'''Pachinko''': A large pachinko board that costs 3 Chips to play. A coin is dropped after a player hits the start button, and payment is given based on which hole it drops into. The position of the coin being determined by a moving arrow at the top of the board. | + | *'''Pachinko''': A large [[w:Pachinko|pachinko]] board that costs 3 Chips to play. A coin is dropped after a player hits the start button, and payment is given based on which hole it drops into. The position of the coin being determined by a moving arrow at the top of the board. |
− | *'''Roulette''': A constantly spinning roulette board that costs 2 Chips to play. Rather than controlling when the game starts, players instead bet on which section of the board a ball on the board will rest on once the board stops rotating, with better payouts for smaller sections. | + | *'''Roulette''': A constantly spinning [[w:Roulette|roulette]] board that costs 2 Chips to play. Rather than controlling when the game starts, players instead bet on which section of the board a ball on the board will rest on once the board stops rotating, with better payouts for smaller sections. |
− | *'''Blackjack''': A simulation of the | + | *'''Blackjack''': A simulation of the card game [[w:Blackjack|Blackjack]] that costs 4 Chips to play. Players play against a "Dealer" that draws to 16, and stands on 17. The deck is automatically shuffled after enough cards are drawn. |
+ | |||
+ | The games are automatically played during the waves by gamblers. | ||
+ | Gamblers can be upgraded with cores (Australium briefcases) that are occasionally dropped by killed Robots. Cores can be brought to the Gamblers to upgrade them, with a maximum level of 3, the higher the level the better a Gambler is at the games. | ||
== Chip Upgrades == | == Chip Upgrades == | ||
− | Chip Upgrades offer unique upgrades that can be purchased at the defenders' spawn. | + | Chip Upgrades offer unique upgrades that can be purchased at the defenders' spawn. Upgrades fall under three categories: |
===One Time Use=== | ===One Time Use=== | ||
These upgrades can only be purchased once, and can be activated with a button after they are purchased. One Time Use upgrades only reset when a wave is lost or a new mission is loaded. | These upgrades can only be purchased once, and can be activated with a button after they are purchased. One Time Use upgrades only reset when a wave is lost or a new mission is loaded. | ||
− | *'''EMP''': Costs 30 Chips and temporarily stuns all robots and [[Engineer Robot]] buildings | + | *'''EMP''': Costs 30 Chips and temporarily stuns all robots and [[Engineer Robot]] buildings. An alarm sound plays for the duration of the effect. |
*'''Nuke''': Costs 50 Chips and instantly kills all robots and Engineer Robot buildings on the map, while giving the defenders' temporary [[ÜberCharge]]. Plays an air raid siren before going off. | *'''Nuke''': Costs 50 Chips and instantly kills all robots and Engineer Robot buildings on the map, while giving the defenders' temporary [[ÜberCharge]]. Plays an air raid siren before going off. | ||
*'''Special''': A joke upgrade that costs 999 Chips. Confetti explodes near the purchase button with a party horn sound effect playing. | *'''Special''': A joke upgrade that costs 999 Chips. Confetti explodes near the purchase button with a party horn sound effect playing. | ||
===One Wave=== | ===One Wave=== | ||
− | These upgrades last for the entirety of a single wave, and players must walk into a field to gain | + | These upgrades last for the entirety of a single wave, and players must walk into a field to gain its effects. Players lose the effect when a wave is over, and must purchase it again if they wish to continue using it. |
− | *'''Speed''': | + | *'''Speed''': Costs 15 Chips and applies the [[Disciplinary Action]]'s speed boost effect, but makes the user take [[Critical hits#Mini-crits|Mini-crit]] damage. |
− | *'''Power''': | + | *'''Power''': Costs 15 Chips and applies the [[Buff Banner]]'s Mini-crit boost effect, but also makes the user take Mini-crit damage. |
===Miscellaneous=== | ===Miscellaneous=== | ||
− | + | Upgrades that do not fit within the other categories. | |
− | *'''Shield''': Costs 15 Chips and spawns a large shield that covers the hatch. This shield damages any robots within it, but wears off after | + | *'''Shield''': Costs 15 Chips and spawns a large shield that covers the hatch. This shield damages any robots within it, but wears off after a certain amount of damage is dealt. |
− | *'''Helicopter''': Costs 50 Chips and grants access to a controllable helicopter. The helicopter flies far above the game area, and rockets can be fired directly downwards to deal damage. Robots will not attempt to target the helicopter while | + | *'''Helicopter''': Costs 50 Chips and grants a player access to a controllable helicopter. The helicopter flies far above the game area, and rockets can be fired directly downwards to deal damage. Robots will not attempt to target the helicopter while a player is in it. |
== Locations == | == Locations == | ||
Line 62: | Line 70: | ||
The hatch sits outside the defenders' spawn, within a semi-enclosed plaza. | The hatch sits outside the defenders' spawn, within a semi-enclosed plaza. | ||
− | *'''Beto Co. Resupply''': The respawn | + | *'''Beto Co. Resupply''': The respawn and [[Upgrade Station]]. This is also where players can purchase Chip Upgrades. |
− | *'''Raised Platform''': To the left of the respawn station is an elevated platform that | + | *'''Raised Platform''': To the left of the respawn station is an elevated platform that provides a good sightline of the general area. |
− | *''' | + | *'''Escalator''': To the right of the hatch is an escalator that goes up to another elevated position that connects to further parts of the map. |
===Outer Hatch Area=== | ===Outer Hatch Area=== | ||
− | There are several paths robots can take to get | + | There are several paths robots can take to get to the inner hatch area. |
− | *'''Underpass''': The only lower route to the hatch for the robots | + | *'''Underpass''': The only lower route to the hatch for the robots. A platform in the corner gives limited cover. |
− | *'''Overhang''': Leads to the hatch from a left-side staircase and | + | *'''Overhang''': Leads to the hatch from a left-side staircase and connects to a majority of the other routes in the map. |
− | *'''Right Path''': Neighbors the Underpass route and leads straight | + | *'''Right Path''': Neighbors the Underpass route and leads straight to the hatch. |
− | *'''Building''': Flanks around the rest of the routes and ends at the right of the hatch. | + | *'''Building''': Flanks around the rest of the routes and ends at the right-side of the hatch. |
===Middle Lobbies=== | ===Middle Lobbies=== | ||
Line 78: | Line 86: | ||
*'''Upper Middle''': An open area with a drop to the Lower Middle in the middle, the Pachinko and Roulette games can be accessed from here. | *'''Upper Middle''': An open area with a drop to the Lower Middle in the middle, the Pachinko and Roulette games can be accessed from here. | ||
− | *'''Lower Middle''': An enclosed, luxurious lobby with a road at the front. The | + | *'''Lower Middle''': An enclosed, luxurious lobby with a road at the front. The Slot and Blackjack games can be accessed from here. |
− | *'''Staircases''': Two stairs on each side | + | *'''Staircases''': Two stairs on each side that connect the Upper and Lower middle areas. |
===Roadway=== | ===Roadway=== | ||
A stretch of road connects the four bomb routes to a single long road. | A stretch of road connects the four bomb routes to a single long road. | ||
− | *'''Left Platforms''': Wrapping past the road is a series of platforms that | + | *'''Left Platforms''': Wrapping past the road is a series of platforms that lead to the Cliff. |
− | *'''Ramp''': Leads down to the Lower Mid route, some Tanks | + | *'''Ramp''': Leads down to the Lower Mid route, taken by some Tanks. |
*'''Right Platform''': A platform leading to Upper Mid, with a building providing some cover. | *'''Right Platform''': A platform leading to Upper Mid, with a building providing some cover. | ||
− | *'''Right Ramp''': A curved ramp that wraps down to the Lower Mid, some Tanks | + | *'''Right Ramp''': A curved ramp that wraps down to the Lower Mid, taken by some Tanks. |
===Front=== | ===Front=== | ||
− | *'''Cliff''': One of the three routes the bomb can take | + | *'''Cliff''': One of the three routes the bomb can take. Robots can be pushed off the cliffside next to it, destroying them instantly. |
− | *'''Road''': A straight road leads | + | *'''Road''': A straight road leads to the Roadway. An Upgrade Station next to the road can be used in-between waves. |
*'''Alley''': A raised alley that ends near the Right Ramp. | *'''Alley''': A raised alley that ends near the Right Ramp. | ||
− | *'''Left Tunnel''': | + | *'''Left Tunnel''': A flank to the left of the Ditch, where Tanks will spawn from in some waves. |
− | *'''Right Garage''': | + | *'''Right Garage''': A flank to the right of the Ditch, where Tanks will spawn from in some waves. |
− | *'''Ditch''': The area | + | *'''Ditch''': The area where robots enter the map. |
+ | |||
+ | == Changelog == | ||
+ | {{Changelog| '''Changes in A8:''' | ||
+ | Mission Changes: | ||
+ | * Brand New Intermediate mission: Poker Pummel | ||
+ | * Fixed missing icons | ||
+ | |||
+ | Gameplay Changes: | ||
+ | * Major overhauls to layout. | ||
+ | * Reworked bomb hatch area to be easier to defend. | ||
+ | * Reworked Bot spawn to be more interesting. | ||
+ | * Reworked mid to be more interesting. | ||
+ | * Underground area has more side areas. | ||
+ | '''Changes in A9:''' | ||
+ | |||
+ | Mission Changes: | ||
+ | |||
+ | * Advanced Mission: | ||
+ | ** Fixed VAC Medics | ||
+ | ** Added crits to roulette rumblers | ||
+ | ** Damage penalty for wave 1 scouts | ||
+ | ** Removed fire rate bonus on scorch pyros | ||
+ | ** Changed giant tomislav heavy to iron curtain | ||
+ | ** Buffed giant iron curtain heavy | ||
+ | ** Removed money from support in boss wave | ||
+ | ** Adjusted money counts | ||
+ | ** Adjusted medic attributes | ||
+ | |||
+ | Map Changes: | ||
+ | * Removed dividing wall in underground area. | ||
+ | * Added nobuild to Casino Games. | ||
+ | * Game buttons slighty bigger. | ||
+ | * Added block bullets to pickup truck. | ||
+ | |||
+ | Casino Changes: | ||
+ | * Adjusted nuke price. | ||
+ | * Fixed incorrect cost for prizes. | ||
+ | * Nuke no longer kills red players. | ||
+ | * Nuke damage cap at 30k. | ||
+ | * EMP, Nuke, and H Bomb are one time purchases. | ||
+ | * Added sirens for EMP, Nuke, and H Bomb. | ||
+ | * Shield acts like Medic's shield with dps. | ||
+ | * Shield damage cap at 3k before breaking. | ||
+ | * Shield can damage any bot and tank. | ||
+ | * EMP Duration is 20 seconds. | ||
+ | * Added Hydrogen bomb. | ||
+ | '''Changes in B1:''' | ||
+ | |||
+ | Missions General: | ||
+ | * Added gatebot hats to chips bots. | ||
+ | * Starting Bots spawn slightly sooner. | ||
+ | * New Chips Icon. | ||
+ | |||
+ | Intermediate Mission: | ||
+ | * Added 3 more waves. | ||
+ | * Wave 1 removed uber medics. | ||
+ | * Other waves, nerfed uber meds. | ||
+ | |||
+ | Advanced Mission: | ||
+ | * Renamed to Cashgrab Chaos. | ||
+ | * Buffed overdose medic. | ||
+ | * Adjusted timings. | ||
+ | |||
+ | Casino Changes: | ||
+ | * Fixed prizes not resetting if purchased before wave start. | ||
+ | * Nerfed Nuke to 20k damage from 30k. | ||
+ | * Buffed Slots payouts. | ||
+ | * Chips linger for 30 seconds to match money. | ||
+ | * Removed Candy for greifing exploit. | ||
+ | |||
+ | Map: | ||
+ | * Artpassed | ||
+ | '''Changes in B2:''' | ||
+ | |||
+ | Casino Changes: | ||
+ | * Added Chips bot customization. Instructions in provided documentation popfile. | ||
+ | * Speed & Power only last one wave. | ||
+ | * Adjusted Shop Prices. | ||
+ | * Nerfed EMP duration to 10 seconds. | ||
+ | * Pachinko puck should be more bouncy. | ||
+ | * One time use items are only enabled during a wave so they can't be wasted. | ||
+ | * Nerfed slots payout to old values. | ||
+ | * Buffed heli rockets. | ||
+ | |||
+ | Map: | ||
+ | * Important signs removed mipmaps, so low-end players can still read them. | ||
+ | * Fixed helicopter client crash. | ||
+ | * Changed games blackbackground to nofog. | ||
+ | * Fixed prop alignment on sentry tank. | ||
+ | * Adjust tank path at start to not crush players | ||
+ | * Clipped some props. | ||
+ | * Aligned some brick textures | ||
+ | * Fixed chips atm buttons sometimes not spawning | ||
+ | |||
+ | Mission Changes (Advanced): | ||
+ | * Buffed waves 1 and 2. | ||
+ | * Waves 1 and 2 duration increased | ||
+ | * Changed medic/super scout combo to quickfix | ||
+ | * removed boss wave money | ||
+ | |||
+ | Mission Changes (Intermediate): | ||
+ | * Nerfed money | ||
+ | * Changed gold icon to chips | ||
+ | * Buffed tanks | ||
+ | * Removed boss wave money | ||
+ | * Nerfed wave 1 | ||
+ | * Increased duration of waves | ||
+ | * Lowered max active bots on wave 1 | ||
+ | '''Changes in B3:''' | ||
+ | |||
+ | Map: | ||
+ | * Added more relays for adding chips through popfiles. | ||
+ | * Fixed some nav issues. | ||
+ | * Fixed forward upgrade not enabling. | ||
+ | * Fixed robots picking up chips twice. | ||
+ | * Fixed chips timer sometimes missing. | ||
+ | * Fixed a rare case when the bombbot gets teleported away at the hatch. | ||
+ | * Improved clipping in places. | ||
+ | * Fixed bots getting stuck in games door. | ||
+ | * Increased sentry tank sentry health. | ||
+ | * Reduced scale of sentries on sentry tank. | ||
+ | * Fixed tank door closing too early. | ||
+ | * Bulleted list item | ||
+ | * Added chips boss with countdown (25 chips). | ||
+ | |||
+ | Casino: | ||
+ | * Changed shop prices of one wave prizes. | ||
+ | * Slots look more round. | ||
+ | * General improvements to chips case system. | ||
+ | * Fixed heli reticle alignment. | ||
+ | * Buffed heli rocket radius. | ||
+ | * Added indicator to speed and power zone. | ||
+ | |||
+ | Popfiles: | ||
+ | * Documentation: | ||
+ | ** Updated to remove things that do not function. | ||
+ | ** Updated with new relays. | ||
+ | * Intermediate: | ||
+ | ** No longer hot garbage (it's cold garbage now) | ||
+ | ** Nerfed pistol, smg, and tomislav damage. | ||
+ | ** Reduced botspawns during sentry tank. | ||
+ | ** Boss no longer reflects. | ||
+ | ** Boss health reduced. | ||
+ | |||
+ | * Advanced: | ||
+ | ** Slightly nerfed wave 1. | ||
+ | ** Slightly buffed wave 2. | ||
+ | ** Iron curtain boss is now a chips boss. | ||
+ | ** Fixed max actives. | ||
+ | ** Changed timings. | ||
+ | ** Removed wave 5 boston basher support. | ||
+ | ** Changed wave 5 reflector pyros to support. | ||
+ | ** Buffed wave 5 sentry tank. | ||
+ | '''Changes in B3a:''' | ||
+ | |||
+ | Advanced: | ||
+ | * Nerfed wave 2 pistol scouts | ||
+ | * Increased maxactive wave 3 giant heavies. | ||
+ | |||
+ | Intermediate: | ||
+ | * Heavily nerfed money | ||
+ | * Buffed all waves | ||
+ | * Buffed tanks | ||
+ | * Removed razorback | ||
+ | * Buffed giants | ||
+ | * Other stuff | ||
+ | '''Changes in B4:''' | ||
+ | |||
+ | Intermediate: | ||
+ | * Wave 1 giants spawn sooner | ||
+ | * Wave 2 changed demoknights | ||
+ | * Wave 4 nerf giant tomislav health | ||
+ | * Wave 4 remove crits from soldiers | ||
+ | * Wave 4 remove uber from giant meds | ||
+ | * Wave 4 remove last 2 eviction notice giants | ||
+ | * Fixed eviction notice heavies again (lies) | ||
+ | |||
+ | Map: | ||
+ | * Fixed shop prices being wrong. | ||
+ | * Added simple instructions. | ||
+ | * Added arrows indicating games entrances. | ||
+ | * Maybe Fixed chip flag causing player outline. | ||
+ | '''Changes in B5:''' | ||
+ | |||
+ | Map: | ||
+ | * Fixed cliff bomb exploit. | ||
+ | * Fixed playing roulette without chips. | ||
+ | * Moved "How to Play" sign to spawn area. | ||
+ | * Added instructions for all games. | ||
+ | |||
+ | Mission: | ||
+ | * Advanced increased starting money to $600. | ||
+ | * Advanced decreased wave 1 money to $1200. | ||
+ | '''Changes in B6:''' | ||
+ | |||
+ | * Fixed deathpit. | ||
+ | * Fixed bomb getting stuck in some places. | ||
+ | '''Changes in B7:''' | ||
+ | |||
+ | * Added Blackjack! | ||
+ | * New and Improved custom visuals for all games! | ||
+ | * Overall artpass enhancements to map! | ||
+ | * Replaced H Bomb with a Special Prize | ||
+ | * Fixed Kamikaze taunt exploit. | ||
+ | * Chips bots that reach the hatch no longer collect money. | ||
+ | * Fixed case with chips boss and normal bomb being funky. | ||
+ | * Changes to some stairs for better movement. | ||
+ | * Expanded red spawn nobuild zone. | ||
+ | * When a bot gets close to the hatch, the bot path does not reset anymore. | ||
+ | * Fixed tanks falling into the pit. | ||
+ | * Fixed door_upgrade and upgrade_front relays. | ||
+ | * Fixed games_close_relay and games_open_relay. | ||
+ | '''Changes in B7b:''' | ||
+ | * Spawnpoints Hotfix: Deleted a temporary spawnpoint for red team | ||
+ | * Fixed a funky displacement people could get stuck on | ||
+ | '''Changes in B7c:''' | ||
+ | * Fixed missing texture on pachinko | ||
+ | * Fixed some visible nodraws | ||
+ | * Fixed some misaligned glass textures | ||
+ | * Fixed clip gap in spawn | ||
+ | '''Changes in B8:''' | ||
+ | |||
+ | New Features: | ||
+ | * Added engineer bot support | ||
+ | * Added 25 and 50 Chips bot tags | ||
+ | * Added wave end relays that don't pick a path to allow popfiles to choose a specific bomb path | ||
+ | ** (add "_nopath" to the typical wave end relays) | ||
+ | * Added a few more chips values relays for adding/subtracting chips | ||
+ | Bug Fixes: | ||
+ | * Fixed Edge Case Bug where SPEED and POWER prizes are unpurchasable | ||
+ | * Fixed POWER prize button prop not respawning | ||
+ | * Fixed server crash from disconnecting while using the helicopter | ||
+ | }} | ||
==Trivia== | ==Trivia== | ||
*The "Special" Chip upgrade was originally an "H Bomb" upgrade in previous versions. This upgrade would crash the server when it was activated, with the same intro as the Nuke playing until an explosion went off, triggering the server crash. | *The "Special" Chip upgrade was originally an "H Bomb" upgrade in previous versions. This upgrade would crash the server when it was activated, with the same intro as the Nuke playing until an explosion went off, triggering the server crash. | ||
+ | *As chips are technically Briefcases, robots carrying them will gain the same buffs as bomb carriers. | ||
==Gallery== | ==Gallery== | ||
<gallery widths=150px heights=90px> | <gallery widths=150px heights=90px> | ||
− | File: Casinocity_hatch.jpeg | The Hatch | + | File: Casinocity_hatch.jpeg | The Hatch and Defenders' spawn. |
File: Casinocity_lowermid.jpg | The lower middle route. | File: Casinocity_lowermid.jpg | The lower middle route. | ||
File: Casinocity_uppermid.jpg | The upper middle route. | File: Casinocity_uppermid.jpg | The upper middle route. |
Latest revision as of 01:51, 18 January 2024
“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. |
Casino City | |
---|---|
Basic Information | |
Map type: | Mann vs. Machine |
File name: | mvm_casino_city_b8
|
Version: | Beta 8 |
Released: | July 20th, 2018 |
Last updated: | January 4th, 2023 |
Developer(s): | BigfootBeto |
Link(s): | TF2Maps |
Map Info | |
Environment: | City |
Setting: | Nighttime |
Hazards: | Pitfall |
Map Items | |
Health Kits: | ×4 • ×25 |
Ammo Boxes: | ×1 • ×19 • ×7 |
Casino City is a community-created Mann vs. Machine map. It is set in a resort city with a heavy focus on gambling. It was made for the community campaign Operation Canteen Crasher.
Casino City features a second currency system alongside Credits called Chips. Chips are dropped by certain robots during a wave, and can be used to purchase map-specific upgrades and participate in a range of gambling minigames. Chips are shared across all players, and the Chip count is reset in the case of a wave failure.
A special version of the Tank appears on certain waves on this map. These Tanks have two high-health level three Sentry Guns on top, and the front of the "Li'l Chew Chew" cart from Frontier is attached to the front, instantly killing defenders that get too close to the mouth.
Two missions were made for the map for Canteen Crasher: Poker Pummel (Intermediate) and Cashgrab Chaos (Advanced). For Operation Madness vs. Machines, six missions were created: Midnight Gambling (Intermediate), Cash Out Crash Out (Advanced), Platinum Parade (Advanced), Sketchy Swing (Advanced), Vindicated Vices (Advanced), and Gambler's Gambit (Nightmare). The intermediate mission Jackpot was released for Operation Binary Blackout.
Contents
Games
All games require Chips to play, with each game having different Chip outputs. The game room entrances are blocked off while one game is active.
- Slots: A three-reel slot machine that costs 1 Chip to play. Each reel stops automatically after a player starts them.
- Pachinko: A large pachinko board that costs 3 Chips to play. A coin is dropped after a player hits the start button, and payment is given based on which hole it drops into. The position of the coin being determined by a moving arrow at the top of the board.
- Roulette: A constantly spinning roulette board that costs 2 Chips to play. Rather than controlling when the game starts, players instead bet on which section of the board a ball on the board will rest on once the board stops rotating, with better payouts for smaller sections.
- Blackjack: A simulation of the card game Blackjack that costs 4 Chips to play. Players play against a "Dealer" that draws to 16, and stands on 17. The deck is automatically shuffled after enough cards are drawn.
The games are automatically played during the waves by gamblers. Gamblers can be upgraded with cores (Australium briefcases) that are occasionally dropped by killed Robots. Cores can be brought to the Gamblers to upgrade them, with a maximum level of 3, the higher the level the better a Gambler is at the games.
Chip Upgrades
Chip Upgrades offer unique upgrades that can be purchased at the defenders' spawn. Upgrades fall under three categories:
One Time Use
These upgrades can only be purchased once, and can be activated with a button after they are purchased. One Time Use upgrades only reset when a wave is lost or a new mission is loaded.
- EMP: Costs 30 Chips and temporarily stuns all robots and Engineer Robot buildings. An alarm sound plays for the duration of the effect.
- Nuke: Costs 50 Chips and instantly kills all robots and Engineer Robot buildings on the map, while giving the defenders' temporary ÜberCharge. Plays an air raid siren before going off.
- Special: A joke upgrade that costs 999 Chips. Confetti explodes near the purchase button with a party horn sound effect playing.
One Wave
These upgrades last for the entirety of a single wave, and players must walk into a field to gain its effects. Players lose the effect when a wave is over, and must purchase it again if they wish to continue using it.
- Speed: Costs 15 Chips and applies the Disciplinary Action's speed boost effect, but makes the user take Mini-crit damage.
- Power: Costs 15 Chips and applies the Buff Banner's Mini-crit boost effect, but also makes the user take Mini-crit damage.
Miscellaneous
Upgrades that do not fit within the other categories.
- Shield: Costs 15 Chips and spawns a large shield that covers the hatch. This shield damages any robots within it, but wears off after a certain amount of damage is dealt.
- Helicopter: Costs 50 Chips and grants a player access to a controllable helicopter. The helicopter flies far above the game area, and rockets can be fired directly downwards to deal damage. Robots will not attempt to target the helicopter while a player is in it.
Locations
The map is largely split in two, with an upper and lower level offering two routes each for robots to take.
Hatch
The hatch sits outside the defenders' spawn, within a semi-enclosed plaza.
- Beto Co. Resupply: The respawn and Upgrade Station. This is also where players can purchase Chip Upgrades.
- Raised Platform: To the left of the respawn station is an elevated platform that provides a good sightline of the general area.
- Escalator: To the right of the hatch is an escalator that goes up to another elevated position that connects to further parts of the map.
Outer Hatch Area
There are several paths robots can take to get to the inner hatch area.
- Underpass: The only lower route to the hatch for the robots. A platform in the corner gives limited cover.
- Overhang: Leads to the hatch from a left-side staircase and connects to a majority of the other routes in the map.
- Right Path: Neighbors the Underpass route and leads straight to the hatch.
- Building: Flanks around the rest of the routes and ends at the right-side of the hatch.
Middle Lobbies
The middle part of the map is split into two levels:
- Upper Middle: An open area with a drop to the Lower Middle in the middle, the Pachinko and Roulette games can be accessed from here.
- Lower Middle: An enclosed, luxurious lobby with a road at the front. The Slot and Blackjack games can be accessed from here.
- Staircases: Two stairs on each side that connect the Upper and Lower middle areas.
Roadway
A stretch of road connects the four bomb routes to a single long road.
- Left Platforms: Wrapping past the road is a series of platforms that lead to the Cliff.
- Ramp: Leads down to the Lower Mid route, taken by some Tanks.
- Right Platform: A platform leading to Upper Mid, with a building providing some cover.
- Right Ramp: A curved ramp that wraps down to the Lower Mid, taken by some Tanks.
Front
- Cliff: One of the three routes the bomb can take. Robots can be pushed off the cliffside next to it, destroying them instantly.
- Road: A straight road leads to the Roadway. An Upgrade Station next to the road can be used in-between waves.
- Alley: A raised alley that ends near the Right Ramp.
- Left Tunnel: A flank to the left of the Ditch, where Tanks will spawn from in some waves.
- Right Garage: A flank to the right of the Ditch, where Tanks will spawn from in some waves.
- Ditch: The area where robots enter the map.
Changelog
Mission Changes:
- Brand New Intermediate mission: Poker Pummel
- Fixed missing icons
Gameplay Changes:
- Major overhauls to layout.
- Reworked bomb hatch area to be easier to defend.
- Reworked Bot spawn to be more interesting.
- Reworked mid to be more interesting.
- Underground area has more side areas.
Changes in A9:
Mission Changes:
- Advanced Mission:
- Fixed VAC Medics
- Added crits to roulette rumblers
- Damage penalty for wave 1 scouts
- Removed fire rate bonus on scorch pyros
- Changed giant tomislav heavy to iron curtain
- Buffed giant iron curtain heavy
- Removed money from support in boss wave
- Adjusted money counts
- Adjusted medic attributes
Map Changes:
- Removed dividing wall in underground area.
- Added nobuild to Casino Games.
- Game buttons slighty bigger.
- Added block bullets to pickup truck.
Casino Changes:
- Adjusted nuke price.
- Fixed incorrect cost for prizes.
- Nuke no longer kills red players.
- Nuke damage cap at 30k.
- EMP, Nuke, and H Bomb are one time purchases.
- Added sirens for EMP, Nuke, and H Bomb.
- Shield acts like Medic's shield with dps.
- Shield damage cap at 3k before breaking.
- Shield can damage any bot and tank.
- EMP Duration is 20 seconds.
- Added Hydrogen bomb.
Changes in B1:
Missions General:
- Added gatebot hats to chips bots.
- Starting Bots spawn slightly sooner.
- New Chips Icon.
Intermediate Mission:
- Added 3 more waves.
- Wave 1 removed uber medics.
- Other waves, nerfed uber meds.
Advanced Mission:
- Renamed to Cashgrab Chaos.
- Buffed overdose medic.
- Adjusted timings.
Casino Changes:
- Fixed prizes not resetting if purchased before wave start.
- Nerfed Nuke to 20k damage from 30k.
- Buffed Slots payouts.
- Chips linger for 30 seconds to match money.
- Removed Candy for greifing exploit.
Map:
- Artpassed
Changes in B2:
Casino Changes:
- Added Chips bot customization. Instructions in provided documentation popfile.
- Speed & Power only last one wave.
- Adjusted Shop Prices.
- Nerfed EMP duration to 10 seconds.
- Pachinko puck should be more bouncy.
- One time use items are only enabled during a wave so they can't be wasted.
- Nerfed slots payout to old values.
- Buffed heli rockets.
Map:
- Important signs removed mipmaps, so low-end players can still read them.
- Fixed helicopter client crash.
- Changed games blackbackground to nofog.
- Fixed prop alignment on sentry tank.
- Adjust tank path at start to not crush players
- Clipped some props.
- Aligned some brick textures
- Fixed chips atm buttons sometimes not spawning
Mission Changes (Advanced):
- Buffed waves 1 and 2.
- Waves 1 and 2 duration increased
- Changed medic/super scout combo to quickfix
- removed boss wave money
Mission Changes (Intermediate):
- Nerfed money
- Changed gold icon to chips
- Buffed tanks
- Removed boss wave money
- Nerfed wave 1
- Increased duration of waves
- Lowered max active bots on wave 1
Changes in B3:
Map:
- Added more relays for adding chips through popfiles.
- Fixed some nav issues.
- Fixed forward upgrade not enabling.
- Fixed robots picking up chips twice.
- Fixed chips timer sometimes missing.
- Fixed a rare case when the bombbot gets teleported away at the hatch.
- Improved clipping in places.
- Fixed bots getting stuck in games door.
- Increased sentry tank sentry health.
- Reduced scale of sentries on sentry tank.
- Fixed tank door closing too early.
- Bulleted list item
- Added chips boss with countdown (25 chips).
Casino:
- Changed shop prices of one wave prizes.
- Slots look more round.
- General improvements to chips case system.
- Fixed heli reticle alignment.
- Buffed heli rocket radius.
- Added indicator to speed and power zone.
Popfiles:
- Documentation:
- Updated to remove things that do not function.
- Updated with new relays.
- Intermediate:
- No longer hot garbage (it's cold garbage now)
- Nerfed pistol, smg, and tomislav damage.
- Reduced botspawns during sentry tank.
- Boss no longer reflects.
- Boss health reduced.
- Advanced:
- Slightly nerfed wave 1.
- Slightly buffed wave 2.
- Iron curtain boss is now a chips boss.
- Fixed max actives.
- Changed timings.
- Removed wave 5 boston basher support.
- Changed wave 5 reflector pyros to support.
- Buffed wave 5 sentry tank.
Changes in B3a:
Advanced:
- Nerfed wave 2 pistol scouts
- Increased maxactive wave 3 giant heavies.
Intermediate:
- Heavily nerfed money
- Buffed all waves
- Buffed tanks
- Removed razorback
- Buffed giants
- Other stuff
Changes in B4:
Intermediate:
- Wave 1 giants spawn sooner
- Wave 2 changed demoknights
- Wave 4 nerf giant tomislav health
- Wave 4 remove crits from soldiers
- Wave 4 remove uber from giant meds
- Wave 4 remove last 2 eviction notice giants
- Fixed eviction notice heavies again (lies)
Map:
- Fixed shop prices being wrong.
- Added simple instructions.
- Added arrows indicating games entrances.
- Maybe Fixed chip flag causing player outline.
Changes in B5:
Map:
- Fixed cliff bomb exploit.
- Fixed playing roulette without chips.
- Moved "How to Play" sign to spawn area.
- Added instructions for all games.
Mission:
- Advanced increased starting money to $600.
- Advanced decreased wave 1 money to $1200.
Changes in B6:
- Fixed deathpit.
- Fixed bomb getting stuck in some places.
Changes in B7:
- Added Blackjack!
- New and Improved custom visuals for all games!
- Overall artpass enhancements to map!
- Replaced H Bomb with a Special Prize
- Fixed Kamikaze taunt exploit.
- Chips bots that reach the hatch no longer collect money.
- Fixed case with chips boss and normal bomb being funky.
- Changes to some stairs for better movement.
- Expanded red spawn nobuild zone.
- When a bot gets close to the hatch, the bot path does not reset anymore.
- Fixed tanks falling into the pit.
- Fixed door_upgrade and upgrade_front relays.
- Fixed games_close_relay and games_open_relay.
Changes in B7b:
- Spawnpoints Hotfix: Deleted a temporary spawnpoint for red team
- Fixed a funky displacement people could get stuck on
Changes in B7c:
- Fixed missing texture on pachinko
- Fixed some visible nodraws
- Fixed some misaligned glass textures
- Fixed clip gap in spawn
Changes in B8:
New Features:
- Added engineer bot support
- Added 25 and 50 Chips bot tags
- Added wave end relays that don't pick a path to allow popfiles to choose a specific bomb path
- (add "_nopath" to the typical wave end relays)
- Added a few more chips values relays for adding/subtracting chips
Bug Fixes:
- Fixed Edge Case Bug where SPEED and POWER prizes are unpurchasable
- Fixed POWER prize button prop not respawning
- Fixed server crash from disconnecting while using the helicopter
Trivia
- The "Special" Chip upgrade was originally an "H Bomb" upgrade in previous versions. This upgrade would crash the server when it was activated, with the same intro as the Nuke playing until an explosion went off, triggering the server crash.
- As chips are technically Briefcases, robots carrying them will gain the same buffs as bomb carriers.
Gallery
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