The batteries, which I assume are the green boxes, were extremely glitchy, bulky, and very slow. > And then comes the actual battery business. At the very least, there should already be a 2-way tele placed from the spawn to the battery area, and then activate the tele right after players walk into the battery room the first time. That's a very cheap and the worst way to make the map "long" by making players walk across it multiple times. So even if an engineer is present, if they don't get the 2-way like they normally don't get, the whole team must walk all the way back to spawn. Really? You tell us that the battery is at spawn RIGHT after we walk across the damn map to the end? Not every team will have an engineer, and even worse, not every engineer will buy a 2-way tele (which is reasonable since in every standard mvm map the 2-way is the biggest waste of money ever). > Then when we get to the other end of the map, we get to the button and then see that a battery is needed, and that the battery is ALL THE WAY at the spawn. Walking down a long map while killing robots is something I have not seen in other mvm maps. > Then we walked along the map some more, and shot down some pyros. In the end, addcond 52, noclip, and $30,000 cash was the only way to destroy the tank quickly without losing our patience. That, combined with the annoying overpowered pyros (the shotgun pyro I think does crits on burning players), made the tank grind extremely long and irritating. The sentry guns made the tank also very difficult to destroy, and the tank had way too much health. > The tank with the 4 sentry guns was pretty clever and nice, but I wasted a lot of time attempting to destroy the sentry guns on it, only to realize that they have almost-infinite health and cannot be destroyed. It makes the duct traveling in episode 5 a painless process in comparison. I thought episode 6 was as bad as it possibly could get, but boy this one takes the cake as most awful.
#Tank buster tf2 series
> You never cease to amaze me on how you can make this series worse and worse. > - Robots can walk right into the RED spawn and attack, which is normally not possible in regular MvM > - Extremely notoriously grindy, tedious and boring But keep up maps, you still have time to improve. Quad core i5 3.00 ghz, GTX 760, 8 GB Ram, 2TB Hard Drive, and my motherboard specs are bad.
#Tank buster tf2 Pc
Also, what are your PC specifications? I tried to edit Episode 2 in hammer for some server fixes (The money problem) and it never renders. It will be a big regret if you decide to insult those pointing out things that you could fix. If you do that, many fans of your map series will turn on you. I saw you replying to another user on this page and it looked like you were insulting him/her. If you can't take criticism, don't bother reply to this. it's not got a bad length, it's just the areas after the delivering the battery part which made me hate this map. I rated this 1/10 because this was the most annoying map, to play this for 30 minutes at the least. Fix some bugs and stuff in the cons up there. Especially the Cleaner's Carbine sniper, I think it's name is Duvuada. The last area with the sniper bosses are stupid. The giants you fight against in the next part can be glitched so the counter is bugged and activates the next area. Sentry farm, sometimes there is no spy, and the only way to get past it is with a medic's projectile shield if there is no spy. the spikes are ridiculously high and there are too many of them for a proper jump to be executed. The 2nd maze was kinda pointless, you could have added enemies into maze 1, would be funny. The trigger hurt for the jumping puzzle in that large area is stupidly hard. Strong disliked the team work idea for the puzzles. The puzzles are hard sometimes and are not creative, they are based on team work, but public servers have random teams. The battery is too hard to deliver, despite it being light, I prefer it being heavy honestly. This is the worst map of all the series.