Is there any guide for mvm map making?

Discussion in 'Mapping Questions & Discussion' started by BenCo, May 7, 2016.

  1. BenCo

    BenCo L5: Dapper Member

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    I wondered about that i would try an mvm map. I know that you need some kind of custom cfg for the waves but tell me if I'm wrong but what things I need for an mvm map? Is there any guide?
     
  2. Three Million

    Three Million L5: Dapper Member

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  3. BenCo

    BenCo L5: Dapper Member

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    Thanks alot! Now I know how to make the waves, but any guide to how to make the map itself? I mean what logics you need etc.
     
  4. RodionJenga

    RodionJenga L5: Dapper Member

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    Last edited: Mar 31, 2017
  5. UKCS-Alias

    aa UKCS-Alias Mann vs Machine... or... Mapper vs Meta?

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    That guide however, even with some outdated info still has the best start since it doesnt realy talk about the entity technical part, but about the design of the map itself. And this is still where most people see issues with. Understanding logic on why a map is shaped a certain way is vital for mvm.
    Not only that, but the spine theory is still valid in ALL valve maps. Even though recent maps have a less visible one.
    For mannhattan: the containers show a clear spine of the map which is why the teleporters are often placed there, the spine has the best access to all sections on the map.
    For rottenburg: rather than a single spine its made out of many smaller ones. The front shows the baricade section which is a spine to guide bots around it. the tank destroys this spine. the first next one is just outside that tunnel, and the remaining spines are based on the path the bots take. If they take the lower one the bridge can be used as a spine, if they take the higher path, the spine is placed slightly back on the side. And then when they reach the hatch they have to make a 180 degree turn, its not a spine, but does effectively the same.

    A spine does 1 key feature that players use in their defence. it provides cover and makes bots cluster. You can make nearly every block a spine by just taking care of navigation paths.

    Also, mapping technical its best to grab a decompile (i would recommend bigrock because it contains engineers aswel, and it still has the simplest shape for an mvm map - a large single spine), and the vmf of mvm_example for entity work to set up a map in its basics.
    It recommends mvm.tf, that automaticly makes it horrible. mvm.tf makes a popfile a huge mess. And its also well known to make them even that corrupt to crash the server.

    Learn it the hard way in notepad++. To make it better readable set the syntax highlighting to C++.
     
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    Last edited: May 8, 2016
  6. Hyperion

    aa Hyperion L16: Grid Member

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