Make a map for vanilla engies vs medics (see muselk's videos)

shewowkees

L1: Registered
Jun 7, 2016
9
4
Hello everyone, i'm quite new to this community but i think i might add something to it.
Some weeks ago, muselk has created like five servers of his engies vs zombies gamemode (if you don't know much about this see this video:
View: https://www.youtube.com/watch?v=VgxlOJ-zv0I
)

Unfortunately those are nearly constantly full and muselk keeps the server's mod for himself.
But after some hours of work i found a way to implement this gamemode just using hammer and a few server's cvar settings.

Let's begin.

1): Download this archive containing all the prefabs you will need.
https://mega.nz/#!tJBxxbgT!Ci64u8wieCuaRFDw-zYOxgvCLZmTmQ2sZ3cWRkK6DIM
Uncompress it to your prefabs's directory.

2) Take the vmf of the map you want to adapt.
Open it using hammer.

2.1
Delete all things on the map that allows players to win/loose the game or to change their spawnroom (including but not limited to control points triggers, carts, etc)
2.2
Go to the first blue spawn room, delete all the info_player_teamspawn of the room and put the "z_bluspawn" i gave you in it. Do the same with the prefab named "z_redspawn" inside the first red spawn room.
2.3
Using the prefab named "z_mapFillers", fill The WHOLE map. The "whole" part is crucial here. This is a prefab composed of some layers of trigger. MAKE SURE that ALL the layers of it are touching the level's lowest floor. If not, engies will be able to build sentries.
2.4
Add the prefab "z_entities" anywhere on your map.
2.5
If you're sure there is no "team_round_timer" on the map, it's done for the editing part(EDIT: you will need to set the round time for the team_round_timer you've just added to the red spawn room to 600 instead of 6000). Else, you will find the one that's already in the map and you will add the following outputs to it:
Capture.png

And delete the one you've just put in z_entities.
All right now all the map implementation of the gamemode is done, you can compile your beautiful map. One last step though.
3): Server Cvars.
To make everything run fine and with no problem you will have to give the following values to the following Cvars:
mp_respawnwavetime 0
mp_teams_unbalance_limit 0
mp_autoteambalance 0
That's it, your server should handle the game perfectly.

Final Note:
If you test alone, it's normal you can't stay red, it's to always make sure there are players in blue team.
If you test your map using bots, the game will be screwed up; the point_clientcommand used in the prefab pack doesn't work on bot and god knows why, when using bots, my team_filters don't seem to be working anymore...



PS: i'm currently studying for my finals so i didn't have much time to test it out hence there still might some issues.
On setup start, the map will choose three red players to join blue team, it is not a mistake.
I'm belgian, i don't speak english in my everyday life (i speak french not dutch nor german nor flammish) so forgive me for my poor vocabulary. ;)

It'd be great if there was a specific prefix for the maps on this gamemode to distinguish them from the others.
Something like zve_mapname (for Zombie (medics) vs Engineers) .
 
Last edited:

shewowkees

L1: Registered
Jun 7, 2016
9
4
I just realized i've badly done my prefabs, i'm going to redo them and then i'll reup the file and up the thread
 

CriminalBunny

Lasers are just deadly rainbows
aa
Oct 11, 2013
273
413
The mod is actually called TF2 Zombies, and it would be cool to have some custom maps especially for that mod; although it would be basically arena :I

I'll give it a shot when you update the thread ;)
 

shewowkees

L1: Registered
Jun 7, 2016
9
4
That's it, i've updated it ! There is now a box around the medic during the round setup so you don't have to make any specific door.
Also, is there another way to detect player's death than an OnEndTouch for a trigger_multiple?
It could make the thing more "clean"
EDIT: This is actually playable. There are a few flaws though;
-No super zombie mode after 6 minutes which allows the zombies to jump higher.
-Really good timing could allow the zombies to join the human team. (I'll have to delete eureka effect to prevent that from happening)
So, i'll include all that in the upcoming update of the pack within a few days

I'm actually working on a tf2 zombies adaptation of the well known (for unknown reasons; it's a shitty map) zm_lila_panic
 
Last edited:

Diva Dan

hello!
aa
Mar 20, 2016
1,025
1,953
This is definitely a really cool prefab, I might even make a map for it because zombies mode looks so fun! I was wondering how does this handle players choosing specific classes? Does it manually set you to engineer/medic, or do you die if you aren't set as that class?
 

shewowkees

L1: Registered
Jun 7, 2016
9
4
Through a point_clientcommand, it makes the client "type" in their console joinclass engineer/medic or jointeam blue. Unfortunately it kills the players if they try changing the class/team in an not allowed way.

I tried to make the name of my entities self explanatory so if you wanna look more in details don't hesitate ! :)
 

Hyperion

L16: Grid Member
aa
Jun 8, 2015
840
659
Through a point_clientcommand, it makes the client "type" in their console joinclass engineer/medic or jointeam blue. Unfortunately it kills the players if they try changing the class/team in an not allowed way.

I tried to make the name of my entities self explanatory so if you wanna look more in details don't hesitate ! :)
You could set all other classes to have limit of 0 players
 

EmNudge

L4: Comfortable Member
Sep 23, 2015
184
60
Through a point_clientcommand, it makes the client "type" in their console joinclass engineer/medic or jointeam blue. Unfortunately it kills the players if they try changing the class/team in an not allowed way.

I tried to make the name of my entities self explanatory so if you wanna look more in details don't hesitate ! :)
This is a bit old, but I'd like to clarify something.

I worked in that method of class changing to an old map of mine back in 2015. Most clientcommands work perfectly when testing them on a local server, but not on a public server. To find the commands that a point_clientcommand can use on a public server, type
Code:
findflags server_can_execute
into console.
I believe that changeclass will not work on a public server. If anyone has any more knowledge on this, please feel free to put in your two cents.