Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem

















Any questions about motherland i would prefeer over the discussion tool steam provides over workshop items, is easier to be saved and the UI is better to find myself!
Good day
Also sometimes some props looks good with some converging props to each other rather than bloat the file size with too much custom stuff, we added as much as we could for custom but we didn't wanna surpass the 130mb limit so everybody can download and enjoy TF2 is a old engine you have to understand that things will be janky and some will require valve to implement themselves. You can't build rome in a day.
And finally, at spawn, you have some custom props - a bunch of spytech-like computers - that clip into each other. That was the straw that broke the camel's back. You advertise this as a high-quality map with custom content and the custom props you use clip into each other?!? WHY NOT MAKE AN ACTUAL PARENTHESIS-SHAPED PROP WITH 3 COMPUTERS LINKED TO EACH OTHER INSTEAD OF HAVING CUSTOM-MADE PROPS CLIP INTO EACH OTHER?!?
Now for the map design itself, it's way too big for an MvM map. So many corridors and even whole siderooms could be cut as they have close to 0 effects on gameplay and are, at best, just cluster. We can see it used to be a payload map and it's NOT in the map's advantage. Hell, some doors are still sized for players: we got a case of a super-scout stuck in one of the doors on the higher floors. I'm sure that's not the only door.
Oh also, the gates don't close at wave's end. I never saw gate B close myself.
The map itself is unpolished with obvious flaws and huge MvM sins.
I am not against the whole "robots must cap points before being able to deploy" mechanic, but when you play the map, you understand why this isn't used anywhere else as the flaws are obvious. The moment all the robots have spawned in a mission and you have at least one gate to spare, you can't lose the wave. This forces every waves to have infinite support bots for that case-scenario and the mission we played didn't have that. I thought this would prevent "boss waves" but the mission offered one which was a not-good experience imo, with the boss spawning semi-giants non-stop that can actually capture stuff.