Team Fortress 2

Team Fortress 2

MOTHERLAND
114 Comments
Hoppkins  [author] 14 Dec @ 8:13am 
Like i said we had positive reviews towards Motherland Gameplay and we can't make everybody happy, but the train passive we are looking into it and right now is totally innofensive bug that doesn't affect gameplay direcly, and mission makers can decide to spawn the passive train whatever they want, we make the map modular for potato.tf mission makers to use all the features of the map as they want. We didn't wanna create a non modular map for them to build on top of it and just to deliver to valve without giving the community something to make missions with customization.

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
Hoppkins  [author] 14 Dec @ 8:13am 
Hi we are sorry that you didn't enjoy the motherland experience, we included to all bots use gate and no filter so the map wouldn't have two routes, to keep right focused under each small location of the map.

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.
Quenquent the babysitter 14 Dec @ 2:20am 
Oh forgot to say, I liked the "train boss". A nice twist that works well with the map.
Quenquent the babysitter 14 Dec @ 2:18am 
I'm sorry but if this map actually gets added into the game, this will be a soft-Wutville situation in our hands...
Quenquent the babysitter 14 Dec @ 2:18am 
The entire robot drop zone all converge into a rather small chockepoint. The only alternate path is the one gatebots take. I played as a Scout when we tested the map and I found myself struggling with getting past that chokepoint for money collection, as my only two choices were to either tank everything face-first or find a sidepath that would make it rather long to go behind the bots. It could be on me tho as I think there's a faster path if you take some jump height upgrades.

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?!?
Quenquent the babysitter 14 Dec @ 2:18am 
The "decorative train" has sounds that are way too low and is buggy as hell: teleporting back into the track, spawning nearly non-stop and messing with the sync of the train gates with it. We even saw the train in the skybox and that is the most confusing screenshot I made in a while. I will give some credits that you were smart enough to not spawn it mid-mission and make the map a balancing nightmare.

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.
Quenquent the babysitter 14 Dec @ 2:18am 
Also, why is there no filter on the type of bots that can capture the control points the old fashioned way? Missions have gatebots that can capture normally and normal robots that capture via the "bomb". However, ANY robot can contribute to control point capture, for some reason. I saw a sentry buster almost capture A at one point. This is a basic of MvM map/mission making: you add a tag to make gatebots the only one that can normally capture a point. Otherwise - something that happened often - the normal bots would just capture the point themselves without the bomb deploying. If that was the goal and not an oversight, then what's the point of the bomb instant-capping?!?

Oh also, the gates don't close at wave's end. I never saw gate B close myself.
Quenquent the babysitter 14 Dec @ 2:17am 
Whoever commend this map to be added should actually play the bloody thing instead of going "Wow, pretty!".
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.
TonnTomat 4 Dec @ 5:04am 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
BerrySerious 19 Oct @ 9:37am 
i would not be surprised if this made it in, incredible work
Oldmann 12 Oct @ 9:56am 
we have many missions, but not planning to make it absurdly hard
bobbenberg 8 Oct @ 7:01am 
will this be an extreme mission
Commander Sentry 7 Oct @ 11:14pm 
Greetings I have this Botkiller weapon concept if finished the tour you’ll get a Pure Steel Botkiller with the Soviet Star if rear chance you’ll get a Gold One but to make it unique it’ll have a Soldier head on the weapons because Soldier dislikes the USSR
Oldmann 7 Oct @ 4:20pm 
gaddanmit
Fox 7 Oct @ 6:24am 
If Valve ain't adding this, I'm twisting Gaben's balls.
АльцГеймер 7 Oct @ 5:55am 
Родина мать зовёт
Hoppkins  [author] 3 Oct @ 2:30pm 
@weizard we are planning to see how we can release our sfm version, this map is a tad bit complex
Lizard Of Oz  [author] 2 Oct @ 2:21pm 
Uploaded a new version!

- Various visual and performance improvements, minor bugfixes.
- Reduced the amount of edicts used.
- Fixed the TrainTank's hum lingering after the TrainTank is destroyed.
- Fixed getting stuck when trying to ride the civilian train.
- Added visual and sound effects to the destruction of the TrainTank.
- Added a secret powerup. Don't tell anyone.

It might take up to an hour for the Workshop to refresh the file.
wizard 1 Oct @ 9:22am 
Is there a version of this map (and other assets) available for SFM?
Hoppkins  [author] 23 Sep @ 6:46pm 
Hello folks! Now you can play motherland in our custom servers!

Here are the IPS:

US - SERVER: connect 108.3.170.18:27101

EU - SERVER: connect 77.90.13.13:27016

SGP - SERVER: connect 139.99.124.126:27222
Russell Max 23 Sep @ 5:26am 
ТОВАРИЩИ!
В РУКИ МОЛОТ - И ВПЕРЁД!
Grayman⁴² 21 Sep @ 8:25am 
СКАЖИ НЕТ РОБОТАМ !! ЗА РУСЬ МАТУШКУ!
Эмдиви 20 Sep @ 11:56am 
Ожидаемо, что Обновление Пулемётчика выйдет от сообщества. Но я не думал, что оно будет НАСТОЛЬКО приятным. ТОВАРИЩИ! ГОЛОСУЙТЕ ЗА ПРОЕКТ "РОДИНА"! Будет приятно.
Lizard Of Oz  [author] 18 Sep @ 10:55am 
The map has been updated to b35a:

- Substantial performance improvements across the whole map.
- Various small visual improvements across the whole map.
- Improved clipping.
- Improved particles.
- Reduced the amount of edicts used by the map.
- Fixed the shredder not resetting the bomb.
- Fixed the robots sometimes accidentally walking through the gate opening while trying to capture the point, thus locking themselves behind the door.
- Improved collision with the peaceful train that passes by during intermission.
- Fixed Sentry Busters and Spies forgoing their normal obligations in favour of capturing the point should they ever set foot on it.
- If the wave uses two bombs when attacking the Hatch, the second bomb will take a roundabout route across the train bridge and through the yard.
- Fixed the train gate near A not opening/closing correctly depending on whether there's tanks or trains it should open for.
- And a dozen of other small fixes I couldn't bother to track.
AI_atomizer2009 17 Sep @ 11:34am 
It’s beautiful
ᴍλɢʜᴛʏᴄᴀᴘ 17 Sep @ 5:28am 
Holy heavy update:steamthumbsup::GDNormal:
Commander Sentry 15 Sep @ 11:13pm 
We are so gonna need this map so Heavy can get the respect he deserves
A L I A N 15 Sep @ 10:06pm 
We need this for the MvM update
Orizyre 15 Sep @ 6:25pm 
W
karakash 15 Sep @ 1:46pm 
So cool map and amazing soundtrack omg
peglegwayno 15 Sep @ 7:21am 
we need this so badly
MetropoliceC14:i5 15 Sep @ 4:49am 
based mvm map
Lizard Of Oz  [author] 15 Sep @ 1:11am 
Fixed the soft-lock on waves that start with A or B pre-captured by the robots.
Jon Ice ❄ 14 Sep @ 8:57pm 
For motherussia
dieMiau | Ham Mafia | 14 Sep @ 8:22pm 
and right now, you can save 50 pounds per person
Hoppkins  [author] 14 Sep @ 7:53pm 
nothing beats a jet2 holiday
Mr. Enderman 22 14 Sep @ 5:05pm 
remove gate jammer and i think this map would be more fine
Mr. Enderman 22 14 Sep @ 5:05pm 
honestly if you kept the map with the train gimmick it would be fine, but i think a jammer bot that opens gates instantly is honestly ♥♥♥♥, like a tank that does it make sense cuz its slow and its a tank, but like on a regular bot no
Zodiak #lovetf2 14 Sep @ 10:14am 
коммунисты против капиталистических машин:rchammerandsickle::stasi:
Sally Maze 10 Sep @ 1:12pm 
Ведь пылающей тропой мы идём к КОММУНИЗМУ!:ussr_flag:
Lizard Of Oz  [author] 8 Sep @ 7:10pm 
Because of how MvM maps work on the Workshop, we can't (in a good way) provide the mission file with the map itself.
You need to download the mission files separately: https://v1.steam.hlxgame.cc/sharedfiles/filedetails/?id=3557325905
☆♧Dan̈Costa♧☆ 8 Sep @ 6:26pm 
Hi, I'm having a little problem with this map. When I click ready to start the wave, the enemy bots don't appear. I tried to solve it by searching, but nothing works.
100/10
VeZeTeK 4 Sep @ 6:08pm 
I got goosebumps when I saw FMPONE credited, I remember him for creating Counter-Strike's Cache, Santorini, Subzero, and my personal favorite, Season. I had no idea he made TF2 maps. I am excited to check out the map and future content!
Cat gaming 3 Sep @ 6:31am 
коммунизм шагает по планете
BanditChoke_Ruiner 3 Sep @ 2:39am 
GLORY TO SOVIET UNION. СЛАВЬСЯ ОТЕЧЕСТВО, СЛАВА СССР, ПОБЕДА БУДЕТ ЗА НАМИ!
bosskfs [Bonk777] 2 Sep @ 8:36pm 
Слава советскому союзу
Mountain 2 Sep @ 4:30am 
nice mvm
I LOVE IT!!!! :steamthis::megamanjump:
Flyug 1 Sep @ 8:39pm 
I have a question about the developers' announcement of a new wave of updates for "Mann vs. Machines." Is this map intended for release or only for Potato TF?