Discussion in 'Contests' started by LeSwordfish, Apr 5, 2017.
how exactly do you design the waves?
For testing it can be in any condition (raw/dev textures or detailed). For the final submission, it needs to be fully textured and functional (late beta/release candidate state).
EDIT: As for your second post, check the FAQ section on the OP for some tutorials. (I'll still trying to come up with my own.)
I would like to collab!
important question time:
can we use pre existing .pop files (such as those found in official maps) for testing purposes only?
Tumbolisu has very helpfully dug out the Official MVM popfiles for a nice easy download.
may i allow my mvm map to have more than 6 people to play on it?
There are a host of issues related to how many player slots an MvM server has and increasing the number of players will probably just exacerbate that. Plus, your map is going to be tested by the public with a team of 6, it'd be a wasted effort to design for larger teams. It might be worth pursuing once the contest is over, though.
but i alway felt that the mvm could use some extra hands xD
It's fine for 6, brings enough challenge while being enjoyable.
You can't allow your MvM map to permit more than 6 players anyway, as this is controlled by the server (by gamerules), not by the map. You should make more than 6 spawn points for RED of course (usually Valve maps have twice as many) but like everyone said, it's limited to 6 on a vanilla server.
Also Valve has mentioned this contest on the official TF2 blog.
If anyone is in need of custom props for their map (static props)
Send me a friend request and comment on my profile!
I think Im giving my attempt to this event as well!
If anyone would like to collab, i would be more than happy, i've made quite a lot of maps in the past, but never an MvM map. I tend to get stuck and give up on projects, but i will give this my best shot.
So without me knowing, there was an attempt to test the alpha MvM maps on the MvM server and it looks like it ended somewhat poorly. I currently am working on rehauling the way admin command access and map files are sent to the server, but have a lot of class work that's sucking my time which is slowing down my progress.
Let's hold off on the map testing until next week (starting next Monday). I will continue to monitor the MvM maps page for alpha maps, so there's no need to tell me that you want your map on the server. Just put it on there, or post it on our steam group, and we'll get to it.
For future reference, if you do have an issue on the MvM server, you can ping @LeSwordfish, @Muddy, or @Benoist3012, who have full admin access on the MvM servers.
We will have a system set up where you can put files on our MvM servers whenever you want without passing it through an admin (sort of like the VIP uploader here but it's open to everyone). I'll have more to say about this when the time comes.
Thanks for your cooperation and understanding and I look forward to seeing your maps!
I've updated my Mann Vs Machine buildable props. You can use these to allow players to build props, block or open paths, and place sentries or dispensers in-map.
need help with the mvm logic system. (mainly for the pop files and the different paths for the robots)
Im gonna be honest, adding custom waves and bots it's fun.
i..i think i'll just be making mvm maps from now on, it's better. ,-,
(BTW how can i test the map when i don't have any players? I have some friends that want to test but no server for us to join with the map.)
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