TF2Maps and Potato’s MvM Servers Present: Mappers vs Machines

Discussion in 'Contests' started by LeSwordfish, Apr 5, 2017.

  1. Qohen

    Qohen L1: Registered

    Messages:
    20
    Positive Ratings:
    6
    how exactly do you design the waves?
     
  2. Hydrogen

    aa Hydrogen MvM Maniac

    Messages:
    81
    Positive Ratings:
    169
    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.)
     
    • Thanks Thanks x 1
  3. DaDema

    DaDema L-3: Not very succesful map maker

    Messages:
    110
    Positive Ratings:
    42
    I would like to collab!
     
  4. MrHatlf

    MrHatlf engineer main, majoring in exploiting

    Messages:
    77
    Positive Ratings:
    44
    important question time:

    can we use pre existing .pop files (such as those found in official maps) for testing purposes only?
     
    • Funny Funny x 1
  5. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    3,962
    Positive Ratings:
    5,367
    Yes.
     
    • Agree Agree x 1
  6. Micnax

    aa Micnax L0: Terribly Lazy Mapper

    Messages:
    1,947
    Positive Ratings:
    1,214
    Phew, thanks!
     
  7. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    3,962
    Positive Ratings:
    5,367
    • Thanks Thanks x 2
    • Like Like x 1
  8. Qohen

    Qohen L1: Registered

    Messages:
    20
    Positive Ratings:
    6
    may i allow my mvm map to have more than 6 people to play on it?
     
  9. Turbo Lover

    aa Turbo Lover Fight me under Glasgow Central Station

    Messages:
    333
    Positive Ratings:
    316
    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.
     
    • Thanks Thanks x 1
    • Agree Agree x 1
  10. Qohen

    Qohen L1: Registered

    Messages:
    20
    Positive Ratings:
    6
    but i alway felt that the mvm could use some extra hands xD
     
    • Funny Funny x 1
  11. Viperi

    aa Viperi woah

    Messages:
    799
    Positive Ratings:
    362
    It's fine for 6, brings enough challenge while being enjoyable.
     
    • Agree Agree x 3
    • Like Like x 1
  12. Hydrogen

    aa Hydrogen MvM Maniac

    Messages:
    81
    Positive Ratings:
    169
    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.
     
    • Thanks Thanks x 2
  13. TheFORBIDDENFruit

    TheFORBIDDENFruit L1: Registered

    Messages:
    3
    Positive Ratings:
    0
  14. Linker

    Linker L1: Registered

    Messages:
    1
    Positive Ratings:
    0
    I think Im giving my attempt to this event as well! :)
     
  15. L1ghtward3n

    L1ghtward3n L1: Registered

    Messages:
    1
    Positive Ratings:
    0
    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.
     
  16. Hydrogen

    aa Hydrogen MvM Maniac

    Messages:
    81
    Positive Ratings:
    169
    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!
     
    • Thanks Thanks x 4
    • Like Like x 1
  17. LeSwordfish

    aa LeSwordfish semi-trained quasi-professional

    Messages:
    3,962
    Positive Ratings:
    5,367
    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.
     
    • Thanks Thanks x 2
    • Like Like x 1
  18. Hydrogen

    aa Hydrogen MvM Maniac

    Messages:
    81
    Positive Ratings:
    169
    [​IMG]
    [​IMG]
     
    • Like Like x 10
    • Thanks Thanks x 2
  19. Mr. DerpedGamer

    Mr. DerpedGamer L1: Registered

    Messages:
    26
    Positive Ratings:
    14
    need help with the mvm logic system. (mainly for the pop files and the different paths for the robots)
     
  20. Q5star

    Q5star L1: Registered

    Messages:
    23
    Positive Ratings:
    9
    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.)
     
    • Like Like x 1