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The Mustard Factory
Author | Nih |
Date of release | beta 7 - May 26, 2022 beta 4 - April 12, 2020 |
.bsp filename | mustard_b |
Description
The basic concept of the map is this:
You work as the new employees of the mad genius Maxwell McMillan, and your job is to run his factory and create a large amount of mustard. However, the factory is suddenly attacked by hired goons of a rival mustard company. And to make matters worse, rifts are opening to another world, and hostile beings are coming through. So what do you do? You have to juggle running the factory, repairing the broken machines, and closing all the rifts before they become too many for you to handle. Not an easy job.
Be forewarned, this is a map that requires you to pay a lot of attention to figure things out. Luckily you can view all instructions in-game by clicking your tertiary fire button. You might not figure everything out on your first playthrough, especially the layout, because the map is enormous. For that reason I recommend playing the beginner mode first, which reduces the map size and introduces new gameplay features at a slower pace.
Additional info
N/A
Additional credits
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Changelog
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Rate this map
4.1 / 5 (9 votes)
Reviews
Comments & discussion
Rules:
- Feedback should be constructive.
- For discussion not related to this map, post in the forum.
- If you need help installing maps, please read the installation guide.
Hi Nih, wanted to start off with the positives. I think the concept is great, I love coop maps with an original idea like this here. I also really like the voice acting, its goofy and fun and whatnot. However, after attempting to play in a group of 4 on easy, we have to say that the maps difficulty has to be toned down significantly. At first it was pretty chill, only a rift or 2 open and an occasional attack from goons, all was fine. But near the end it was damn near impossible. Any coop aspect this might have had completely fell apart as we had to split up and barely managed all 5 or 6 rifts, only chipping away at them one at a time. The map is massive and all the objectives are super spaced out so we could not stick together even if we tried. The map being massive also leads to a LOT of unnecessary fall damage from seemingly small drops, and paired with a complete lack of armor, super tanky, fast, hitscan enemies, it quickly frustrated the 4 of us. Lastly, I dont think its a great idea to start us off with 2 weapons that draw from the same kinda small ammo pool, perhaps something else instead of the pistol (a rifle or a different pistol or something) would be preferable. Would love to see this map improve so we can try it again!
Hey BonkTurnip, thanks a lot for the feedback! It's very useful.
I've uploaded a new script which should fix the divide by zero error. I've never encountered it myself, but I know you're not the only one. I haven't tested the wee lad event yet, but it should fix the problem.
First of all, did you try beginner mode first? I recommend this for everyone. Among other things, it has only a few sabotage events and no wee lad event. It's very useful for learning the map. Yes, it is a very challenging map, and maybe I should rename the difficulty modes. But the difficulty choices are there to ensure that it should be beatable by everyone. It is impossible to balance a map's difficulty level for all player counts and all skills levels, so i think multiple difficulty settings is the best solution. I think you'll find beginner mode is manageable. Keep playing on that until you feel confident enough to move up, would be my general advice.
I will consider lowering the difficulty of the wee lad / valve event. It can be quite punishing. Your idea of a moving camera showing the route is also good.
The rate of rift appearances and sabotage events increases over time. To prevent the game from dragging out forever, the map also enters "sudden death" after some time, and the rate of events starts increasing rapidly. I believe this occurs somewhere around the 40 minute mark, dependent on difficulty setting. It might feel unfair, but you're not supposed to win every time. If you feel you are not winning enough, you can choose a lower difficulty mode :)
The difficulty of most things, rifts, sabotage, wee lads, is dependent on difficulty level.
The pistol is awful, just like in they hunger where i copied it from. But it does have a use for accurate long range shooting. So you can do a lot of headshot damage while conserving ammo. But stick with other weapons.
Again, thanks for the feedback!
After a while of playing this map with some friends, the map causes the server to crash with a divide by zero error in events.as line 631. This consistently happened everytime we tried to finish the map. If you added a guard if statement that returns when triggerCounter == 0, that should do the trick.
In terms of the gameplay of this beta, my friends and I were disappointed, to put it lightly. With two and three players, we found that easy mode was still too difficult, particularly near the end where there are constant machine breakdowns and rifts that fill each of the rooms with hordes of hit scan enemies. I have not even attempted any of the other difficulties and shudder to think what horrors are in store for us there. I think it would take a least four players with decent map knowledge in order to beat just easy mode, perhaps even more. Another thing: the 9mm pistol is AWFUL for a myriad of reasons. First, the reload speed is longer than the tommy gun. Second, it only has SEVEN shots per magazine, which is not nearly enough to deal with any enemies with more than fifty health (e.g. all of the them).
On the bright side, I noticed some improvement in making the map more accesible to newer players by giving the players vocal instructions for what they should be doing for each of the various scenarios the mustard factory throws them into. Overall navigation seemed to have improved from the last version, but it is still hellishly difficult to find certain areas.
To illustrate this, let's examine the pool draining event. Admittedly, it is a very novel concept to have the player's max health get drained the longer it takes for them to close all the valves, but the execution of this idea is lacking. The player is shown four quick camera shots of the four valves and are never shown them again. Some keen players may be able to immediately recognize each of these locations, but this is only really possible if you've sunk a good deal of time into exploring the map in its entirety. Even when I had memorized all of the valve locations and closed them all as quickly as I could, I still had lost forty of my max health—a severe handicap when there are so few players. I suggest that the cameras be moving through the corridors of the map before settling on the valve location. That way the players can get a sense of where these locations are in relation to known landmarks. I would also suggest slowing the pool drain on easy mode or somehow making it dependent on the number of players in the game. On the same token, the speed of the events at the end of the game should be slowed a bit more on easy mode.
This map has so much potential, but suffers from a number of aggravating issues. In due time, if these issues get resolved, you could end up with a very fun map! However, in its current state, I cannot say that I had fun playing it or would recommend others play it. Who knows? maybe this map is really fun with a large number of players on a higher difficulty. What I can say is that 2-3 players on easy mode is a bit of a mess.
Hope you find this feedback useful! I can tell you've spent a lot of time making this and I hope you are able to polish it into a masterpiece.
HUGE update is now available!
If you thought the previous version was too confusing, give this new one a try.
If you thought the previous version was too difficult, it was likely because of some gamebreaking issues that are now fixed.
Changes:
- Fixed issues that broke gameplay or were massively unfair to players
- Huge amount of voice acting! Vocal instructions are given to players.
- Fabulous new models by The303 and Gauna and various model improvements by me
- Improvements to lighting
- Polishing and new details added
- Some changes to improve navigation
- New cutscenes
- A guided tour!
- Many other things
If you try the new version, please leave a comment, as your feedback is very valuable to me.
Still working on this by the way. Many gameplay improvements have been made and a bunch of cool custom models have been added. The map has some short cutscenes for endings and events, and voice acting for Maxwell MacMillan has been added. The voice acting probably goes beyond what any sven map has attempted, as 76 sound files are in use…
What's left to do is essentially general polishing and fixing a few glitches and gameplay issues.
Very fun map, I really enjoyed playing it. Cool weapons and humour abound :)
It's too much complicated, need a big guidebook to learn how to play this map.
middle-click and you'll see one
Thanks,
Adam Reece.
Its complicated and confusing af for your first couple of rounds, but after that you just want to make ALL THE MUSTARD.
Thanks,
Adam Reece.
This map is now released! As a beta :)