An idea came to me a couple days ago-- Convert Hydro into a Mannhatten-styled Mann vs. Machine map.
It stuck with me, and I really want to do it, but it's admittedly a terrible idea. MvM and TC come from entirely different eras of TF2's development, and have different goals and philosophies for their level design. You can't just swap out the logic entities (which somebody already did) and expect a perfect map, you have to put thought into it.
The best way to do this, I feel, is to recreate the map from near-scratch. That'll make it easier to adjust the layout into a more MvM-bespoke state.
Given the notoriously massive size of the map, I'd rather not do this alone. Plus, I've only made one MvM map before this, and it was a group effort. So, I'm asking for help from the community, both with the brainstorming and with the actually creation of the map.
Here's what I have so far...
Each team's final points will be cut, and the map will feature a linear, horseshoe-shaped path for the bots to follow. RED spawn (and, by extension, the bomb hatch) will be at the Radar Dish. The first robot spawn will be at Dam, with gates at Power Plant and Warehouse that move the robots closer to the hatch. Defending players will have robot-free shortcut routes to-and-from each main area, which will close up as the robot spawns move forward.
Taking inspiration from Doppler, I want the capture progress to be controlled via map/mission logic (so if a mission-maker wanted robots to start at Power Plant or Warehouse instead of all the way back at Dam, they can set it up that way).
There's still plenty of other things I/we need to puzzle out, however, such as...
It stuck with me, and I really want to do it, but it's admittedly a terrible idea. MvM and TC come from entirely different eras of TF2's development, and have different goals and philosophies for their level design. You can't just swap out the logic entities (which somebody already did) and expect a perfect map, you have to put thought into it.
The best way to do this, I feel, is to recreate the map from near-scratch. That'll make it easier to adjust the layout into a more MvM-bespoke state.
Given the notoriously massive size of the map, I'd rather not do this alone. Plus, I've only made one MvM map before this, and it was a group effort. So, I'm asking for help from the community, both with the brainstorming and with the actually creation of the map.
Here's what I have so far...
Each team's final points will be cut, and the map will feature a linear, horseshoe-shaped path for the bots to follow. RED spawn (and, by extension, the bomb hatch) will be at the Radar Dish. The first robot spawn will be at Dam, with gates at Power Plant and Warehouse that move the robots closer to the hatch. Defending players will have robot-free shortcut routes to-and-from each main area, which will close up as the robot spawns move forward.
Taking inspiration from Doppler, I want the capture progress to be controlled via map/mission logic (so if a mission-maker wanted robots to start at Power Plant or Warehouse instead of all the way back at Dam, they can set it up that way).
There's still plenty of other things I/we need to puzzle out, however, such as...
- What areas/routes will need the most trimming down during the recreation/redesigning process? Which one will need to be opened up?
- Futhermore, how should each area/route be redesigned to better fit the conventions of MvM's level design?
- Should this map include tanks? Where would they spawn? Would they be able to capture gates, like in Dockyard, or should they avoid the gates altogether?
- Most community-made MvM maps feature forward upgrade stations. Should this map have those too? Where would they go?
- Should this map be compatible with the Potato's/SigMod custom features right-from-the-start?
- This should go without saying, but what would the missions look like?
- Does this map need a new name, since "mvm_hydro" is already taken? What should it be?
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