Dockyard

From Team Fortress Wiki
Jump to: navigation, search
Dockyard
Dockyard.jpg
Basic Information
Map type: Mann vs. Machine
File name: mvm_dockyard_rc7
Version: Release Candidate 7
Released: July 6th, 2017
Last updated: January 17th, 2020
Developer(s): Sntr
The One Of Wonders
Link(s): TF2Maps
Map Info
Environment: City
Setting: Evening, Sunny
Map Items
Healthico.png Health Kits: Mediumhealth.png ×8  •  
Largehealth.png ×2
Ammoico.png Ammo Boxes: Mediumammo.png ×4   •  
Largeammo.png ×8

Dockyard is a community-created Mann vs. Machine map. The map takes place in a Mannhattan-esque dockyard with several buildings, crates, and other objects in the surrounding area. Robots can spawn either from a small square entrance in the robot spawn area, or occasionally on the crates to the right. There is one gate that gatebots will attempt to capture before deploying the bomb.

Dockyard placed as a finalist in the Mappers vs Machines Contest, and was first featured on Potato's MVM Server as a part of Operation Titanium Tank, a community-made Mann vs. Machine tour. The tour featured Spyware Shipping, a custom mission that takes place on Dockyard.

In Operation Canteen Crasher, it was featured with the mission Systematic Swarm by HeRp-A-dErP-a-NErp.eXe.

In Operation Madness vs Machines, it was featured with the missions Technophobia by colonel barrage and Pier Pressure by Tindall Berry.

Dockyard is one of the most commonly used maps for custom MvM missions.

Changelog

Changelog:
Changes in RC1:
  • Now on the Workshop!
  • Tweaked the lighting around the interiors
    • Also tweaked a bit of the 'ghost lighting' around the map
  • Bumped up the ammo kits around the map a bit
  • Added map photos

Changes in RC2:

  • Adjusted Tank paths at the front so players don't get crushed at corners as easily
  • Adjusted Gatebot pathing so they jitter around a bit less than before

Changes in RC3:

  • Fixed a case where Giants would teleport into A and receive the bomb that was just sent back into spawn

Changes in RC4:

  • Fixed a spot where players could leave level boundaries
  • Fixed a visual goof over at the grinder
  • Fixed bombpath markers not showing when the map first loads
  • Fixed a fence being solid and causing some collision issues
  • Fixed a case where the middle door at the front doesn't close when A is captured
  • Fixed a case where bots could skip bombpaths via the forward upgrade station area
  • Fixed a navigation goof at the grinder area
  • Made the bulb at the front nonsolid so folks can stop bumping into it
  • Reshaped the ramp leading to A's capture point so it doesn't block the tank door
  • Retooled Gatetank's map logic to better illustrate its function
  • Added Intermediate difficulty
  • Added Advanced2 difficulty (by The One of Wonders)

Mission Changes

Advanced1

  • Reduced Totalcount of the Soldiers on W1 by 8
  • The Charged Soldiers on W1 are no longer gatebots
  • Changed Demoman inf support on W2 to Bowmen
  • The Black Box Giants on W2 are no longer gatebots
  • Changed FaN Scouts on W5 to Poison Bowmen

Changes in RC5:

  • Fixed an error causing the gate alarm to play forever
  • Special request: added a relay to disable return timers

Changes in RC5a:

  • Fixed a case where bots can get trapped inside A when a tank dies
  • Fixed the upgrade station not wanting to work if players lose a wave
  • Merasmus has reclaimed his lost television

Changes in RC6:

  • Added some cover to the front to make it a bit easier to defend
  • Added Spyware Shipping, an Advanced mission by Jakapoa
  • Changed the visuals of the map a bit to try and make it look less basic
  • Changed the steam whistle cap sound to a trainhorn
  • Changed one max ammokit at the front to medium
  • Removed door next to grinder
  • Adjusted geometry at the grinder to try and make it less annoying to use

Changes in RC7:

  • Adjusted the angles on an observer point to stop the console being flooded by a ton of error messages
  • Adjusted geometry at the front and back areas of the map
  • Adjusted geometry at gate area to make the its side spawn support Giant Robots
  • Re-routed the bomb to go around the left side of the platform at the front
  • Added relays to let mission makers open and close the forward spawn to use 'ambush bots'
  • Added spawn points for the side spawns at the front
  • Updated .nav file to fix a case where Sentry Busters suicide on spawn

Gallery

See also

External links