MVM decoy (Bots Play MVM)

Discussion in 'Map Factory' started by Renegade, Aug 25, 2013.

  1. Renegade

    Renegade L1: Registered

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    *HUGE credit to my friend {R} Bluetonium for helping me test these maps*

    Gameplay demo of my friend and me playing with 8 bots:
    http://www.youtube.com/watch?v=T_27UEv3pR4

    Introduction:
    This version of MVM_decoy doesn't physically change anything on the map, but allows bots to play on the defender team. I made this for the purpose of playing solo, or for servers such as mine. I've been always trying to find a way to allow bots to play MVM for a while now, and now that I can I plan on releasing every VALVe MVM map modified to be played with bots. I mainly use this for testing .pop files, or for filling my server up when players start to leave.

    Files included in the package:
    - Includes .bsp and .nav, of course. Goes into your "maps" folder.
    - [OPTIONAL] Includes cfg file that executes whenever the map is ran, goes into your "cfg" folder. When executed, it loads mvm_decoy.pop automatically and spawns 9 friendly bots on expert difficulty (highest difficulty). If you are playing LAN or uploading to a server for friends or something, set the bot quota to 9 rather than 10, otherwise it'll say the server is full. By default, the cfg automatically sets quota mode to fill which removes bots when players join. Don't have more then 10 players/bots or else the amount of robots spawned will be reduced.

    Bot Behavior:
    Remember that bots can't upgrade. Do not expect their performance to be great as harder waves go by. Bots won't leave the spawn until robots have left their spawn protection zone. Engineers will move from their spawn at the beginning of a round to build a sentry due to the robot AI VALVe has for robot engineers (Read the "Bugs To Note" section below).

    Bugs To Note:
    - Bots rarely spawn with a BLU intelligence, causing the announcer to warn you about the bomb being deployed and continuously setting off the alarm. Caused because the bomb the robots carry are just re-skinned flags, and flags are assigned to each bot team. (if this happens, just use the tf_bot_kill command on whoever has it. If the name has a space, make sure to use quotations).
    - [NAV PROBLEM] Robots, when spawned on top of the hill, only drop off from the left side of the cliff. I am aware of the problem and will be fixing that soon.
    - [NAV PROBLEM] Robots rarely take incorrect paths, also will be fixing this.
    - Snipers don't shoot due to robot AI
    - Engineers build sentries, but no teleporters/dispensers due to robot AI.
    - Bots don't really try to grab ammo/health packs due to robot AI
    - Spawning bots mid-round/waves may cause them to spawn in robot territory, have a robot model, become giant, or melee only due to robot assigning
    - Spies teleport to spawnbot_mission_spy spawn points and will use random voice commands due to robot AI
     
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    Last edited: Aug 25, 2013
  2. Fantasma

    aa Fantasma

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    This looks really cool, i'll definetly be checking this out later.
    But maybe change the waves to compensate for no money, and stop the human players from using the shop.
    Either way good job so far
     
  3. Renegade

    Renegade L1: Registered

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    Thanks for the response, but I'm not so sure what you mean about the money part. You spawn with money if you have a .pop file that has a valid StartingCurrency, in which the stock mvm_decoy does.
     
  4. Fantasma

    aa Fantasma

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    I reckon that since no other bots can buy items, maybe to not let the main player buy items as well.
    Or you could, and balance it out, it's up to you.
     
  5. Renegade

    Renegade L1: Registered

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    Ahh, well the map is meant to be just like any other MVM map, but playable with bots in case you decide to play this solo or host a server with it, in which I do so that if there are very few players on my server, they have a few more bots to help them. Stops a lot of rage quitting! You'd have to find a plugin that sets the StartingCurrency to 0, otherwise you'll have to go into the .pop files yourself and set the currency to 0, even the amount of money robots drop.
     
  6. Fantasma

    aa Fantasma

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    Well couldn't you just delete the shop itself from the map?
    But your reasoning for creating the map makes it more sound like this wouldn't help it out too much, the extra bots though look like they'd be able to make it balanced.
     
  7. Renegade

    Renegade L1: Registered

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    It's a good idea, but I feel like it'd ruin the style of MVM or at least the cash part. Removing the shop just because bots can't use it would most likely make it more imbalanced.
     
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  8. [APG]Sans

    [APG]Sans L1: Registered

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    Where Can i download this? this is a cool concept!
     
  9. sooshey

    aa sooshey :3c

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    Last year during the site migration, downloads had to be manually transferred over. Some of them, like this one, didn't make it. The only way to get it would be contact the author and hope they still have it.
     
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