MVM Map Creation

Discussion in 'Mapping Questions & Discussion' started by Ugleh, Aug 16, 2012.

  1. Ugleh

    Ugleh L1: Registered

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    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?
     
  2. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    alternatively you can just open a MVM map in hammer and use the entities.
     
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  3. tyler

    aa tyler snail prince, master of a ruined tower

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  4. Hell-met

    Hell-met L1: Registered

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    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.
     
  5. Penguin

    aa Penguin Clinically Diagnosed with Small Mapper's Syndrome

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    not really. it's a lot of nav_ brushes ti help out with the Nav mesh.
     
  6. henke37

    aa henke37

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    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.
     
  7. Ugleh

    Ugleh L1: Registered

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    in the tf/scripts/population folder it tells you where each wave spawns:
     
    Last edited: Aug 16, 2012
  8. tyler

    aa tyler snail prince, master of a ruined tower

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    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: Aug 16, 2012
  9. Untouch

    Untouch L4: Comfortable Member

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    The locations are the names of the teamspawn entities.
     
  10. IrishTaxIDriver

    IrishTaxIDriver L6: Sharp Member

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    Looks pretty easy to set up new missions and bot types. We're just going to have to bspzip missions in with the maps.
     
  11. henke37

    aa henke37

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    I have read about issues with the nav files being packed in, has that been solved?
     
  12. Untouch

    Untouch L4: Comfortable Member

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    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.
     
  13. Ugleh

    Ugleh L1: Registered

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    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.
     
  14. henke37

    aa henke37

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  15. Ugleh

    Ugleh L1: Registered

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    oh didnt read it yet, and when i tried to decompile one of the maps the hammer loading stopped at 33 then crashed.
     
  16. tyler

    aa tyler snail prince, master of a ruined tower

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    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.
     
  17. Ugleh

    Ugleh L1: Registered

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    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.
     
  18. GameDev

    GameDev L1: Registered

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    Anyone else crashing when trying to load decompiled MvM vmfs? I tried all three, not sure what's up.
     
  19. Untouch

    Untouch L4: Comfortable Member

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    Ammopacks crash hammer now.

    It's all maps, not just the MvM maps.
     
  20. Aninimouse

    Aninimouse L1: Registered

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    I was having that problem too (Or at least a similar one), it was fixed when I Reset the Game Configurations.