Difference between revisions of "Production"
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'''Production''' is a community-made [[Mann vs. Machine]] map created by [https://steamcommunity.com/id/sandwhip 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''' is a community-made [[Mann vs. Machine]] map created by [https://steamcommunity.com/id/sandwhip 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 two advanced missions: [[Distillery Destruction]], and [[Frightful Freight]], both by [https://steamcommunity.com/id/sandwhip Sandwhip] | + | Production features two advanced missions: [[Distillery Destruction (mission)|Distillery Destruction]], and [[Frightful Freight (mission)|Frightful Freight]], both by [https://steamcommunity.com/id/sandwhip Sandwhip] |
== Locations == | == Locations == |
Revision as of 13:36, 26 November 2019
“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. |
Production | |
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Basic Information | |
Developer(s): | Unknown |
Map Info | |
Environment: | Desert / Industrial |
Setting: | Daylight, sunny |
Hazards: | Trains |
“ | One question for you:
Where does Gray 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
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” |
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 two advanced missions: Distillery Destruction, and Frightful Freight, both by Sandwhip
Contents
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.
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
- Production 3.jpg
Production's Front
- Production 4.jpg
Production's Factory
Changelog
RC5a Changelog
- Fixed an exploit that allowed certain classes to escape the (intended) map boundaries
- Mission Changes
RC5 Changelog
- Improved skybox visuals
- Reworked spawn, as players said they were finding it confusing (plus it didn't look very good)
- Reworked the warehouse section to be a proper route, as the area was underutilised and served little purpose previously
- Improved many details around the robot spawn area
- Fixed robots spawning within view of players
- Fixed many clipping issues
- Fixed some minor navigation issues
- Mission Changes
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' 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
- Production page on TF2Maps.net
- Production page on Steam Workshop
- "Potato's Custom MvM Servers" Steam Group
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