Discussion in 'Contests' started by LeSwordfish, Apr 5, 2017.
Can i use mvm.tf to create custom waves ?
Please read the FAQ.
This seems like a great idea! I have an idea for a map, but for lack of any mapping skills what so ever I probably couldn't pull it off. With some luck the tutorials I am following will get me ready for the next contest
Btw, i wrote a guide yesterday that should help with understanding nav avoid and prefer entities:
This guide does cover a few gotcha's which can be quickly overlooked.
Wow nice guide man. I am still really new to mapping so I am still learning basic concepts but once I have to start worrying about nav meshes for I am sure this is going to help a lot.
Sorry if I missed this somewhere but, I believe feedback and demos are stored for maps when they are played on the potato servers. Where can this be accessed (if it can)?
I believe @Hydrogen is still working out how to fix uploading demos. Currently demos are being recorded but not accessible
They are accessible but the website layout and other stuff leave much to be desired. It will get a better overhaul and makeover this coming week. You can still get the demo file and the chat comments/feedback that people left on the map from the current website.
zahndah: We didn't play your map yesterday (ran out of time) but we'll get to it later this week.
I have an idea for an MVM map I think would be pretty cool. It'd be set on the beach, and the team would spawn inside a giant sandcastle with the Upgrade Station in it. On the other end of the beach, there would be another sand sculpture with the robots' carrier tank on top of it, possibly surrounded by the ocean.
To keep it from being an empty path, the beach would be crowded, and feature BLU mercenaries just having fun on the beach in the background, in order to make a place the mercs can't access; and perhaps the bomb could go down a tunnel dug underneath the sand, to add a bit of variety. You could even have a little fun with the robots, and make them all wear Summer Hats and Graybanns, and have Heavy robots that wear the Heavy Tourism.
Unfortunately, I haven't the slightest idea how to even get started with Hammer, so I would have to collaborate with somebody, but if anybody's interested in the idea, feel free to add me on Steam to discuss it!
Take a look at UEAKCrash's mapping tutorial videos on how to get started, they're a great learning tool:
I have a gimmick for the tanks in the mode and a map design that would use it, but I already started a smaller map for the contest. I'm thinking about starting a new map that uses the gimmick and not releasing the smaller one until after the contest ends. Do I sound crazy or Should I do it?
Fun Fact: This video(s) is the reason I'm here now and participating in a Mvm contest no less!
I can get behind that. I've been following this tutorial. Still trying to decide if I want to just go for it and start working on an MvM map for the contest. Not sure I could pull it off; being that it would be my first map.
As long as you're willing to learn the logic system behind it, I'd say go for it, but beware, the logic is not that as simple as koth. It took me about a week to figure it out and even then I still had problems. If you are going to try to learn it, I highly sugest to take a look at mvm_example001. (I would give you a link, but I got my copy from a person on the group chat, ask around there). Also if you get confused, just ask around in the fourms or group chat, someone maybe able to help solve your problem.
Yeah the logic behind it is what I am mostly worried about. Thanks for the help! I will definitely ask around for the example map. Do you know of any other threads or tutorials that can help me learn about map logic and design?
I believe you can get mvm_example from TF2's SDK.
I tried to do that, but I didn't have it or I couldn't find it. either way, I belive thats true, but I don't know for sure.
K great I'll check it out!
From TF2 Wiki:
Install the Source SDK. If it is already installed, make sure to use the "Refresh SDK Content" option within the SDK before continuing.
Copy the BSP and NAV files from "<steam installation>\steamapps\common\sourcesdk_content\tf\mvm" to the TF2 maps folder.
Copy the .pop files to "<steam installation>\steamapps\common\team fortress 2\tf\scripts\population". Create the population folder if it does not exist.
I did that and for me there was no /tf/mvm folder. still don't know why.
This worked great for me thanks!
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