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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.
- 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.
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
В РУКИ МОЛОТ - И ВПЕРЁД!
- 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.
You need to download the mission files separately: https://v1.steam.hlxgame.cc/sharedfiles/filedetails/?id=3557325905