MVM Map Creation

Ugleh

L1: Registered
Sep 21, 2010
33
2
Do you think Valve will upgrade Hammer with the entities like bot direction (the direction the bots move around the map, you notice them as the blue arrows), the bomb, and the bombs detonation location, the upgrade station, the entities used to determine waves and what spawns on those waves, the tanks, exc?

Or do you think their going to keep it to themselves so only official maps can be used in rotation?
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
alternatively you can just open a MVM map in hammer and use the entities.
 

Hell-met

L1: Registered
Oct 30, 2010
43
9
Half the things seem to be code related.

Bot spawns and tank movement are mere info_player_teamspawn and path_tracks respectively, the rest seems to be handled by the game.

and that's a terrible, terrible thing.

And as usual, we have a unupdated hammer full of obsoletes.
 

Penguin

Clinically Diagnosed with Small Mapper's Syndrome
aa
May 21, 2009
2,039
1,484
not really. it's a lot of nav_ brushes ti help out with the Nav mesh.
 

henke37

aa
Sep 23, 2011
2,075
515
I already added all the entities I could find to the developer wiki. It's mostly just one sided ctf combined with a payload explosion, so it's much less entities than you'd think.
 

Ugleh

L1: Registered
Sep 21, 2010
33
2
in the tf/scripts/population folder it tells you where each wave spawns:
 
Last edited:

tyler

aa
Sep 11, 2013
5,102
4,621
Code tags exist for a reason. Please use them. I don't really see why you need to paste a file we all have into this thread anyway?
 
Last edited by a moderator:

IrishTaxIDriver

L6: Sharp Member
Sep 27, 2008
271
149
Looks pretty easy to set up new missions and bot types. We're just going to have to bspzip missions in with the maps.
 

henke37

aa
Sep 23, 2011
2,075
515
I have read about issues with the nav files being packed in, has that been solved?
 

Untouch

L4: Comfortable Member
Jan 25, 2010
187
48
Found out how to actually get it to work.

1. You need the entity tf_logic_mann_vs_machine in your map.
2. You NEED a nav mesh, just put in nav_generate.
 

Ugleh

L1: Registered
Sep 21, 2010
33
2
Source SDK just updated with the new content. I have the upgrade model in the game but which trigger do you use?
I am going to be converting most official maps into mvm maps with borders and such.
 

Ugleh

L1: Registered
Sep 21, 2010
33
2
oh didnt read it yet, and when i tried to decompile one of the maps the hammer loading stopped at 33 then crashed.
 

tyler

aa
Sep 11, 2013
5,102
4,621
I am going to be converting most official maps into mvm maps with borders and such.
Please don't even bother doing this. Let people take their time and think about what maps might be good. Don't rush a bunch of bad jobs just to be first.
 

Ugleh

L1: Registered
Sep 21, 2010
33
2
Please don't even bother doing this. Let people take their time and think about what maps might be good. Don't rush a bunch of bad jobs just to be first.

yea it was just an idea of some of the maps. not really all. Anyways where can I see all the mvm entities in the wiki? Or what value the item_teamflag should be, exc. I need a decompiled version that doesn't crash.
 

GameDev

L1: Registered
Apr 9, 2012
6
4
Anyone else crashing when trying to load decompiled MvM vmfs? I tried all three, not sure what's up.