- Feb 15, 2011
- 333
- 344
MVM Example already is a very good start though. It contains the most basic things required for a functional mvm map but lacks a good guide on how to use them properly. Those info props lack the key information that makes it all clear. This specificly is a problem on the brush entities since those define the navigating which is what is the key part of mvm.MvM seems really complicated and requires a lot more in-depth map specific stuff (mostly because of bots) to the point that having the core logic ready-made would not be as significant of a help as other modes.
I have checked the decompile and its actualy a very simple trick. Respawn room visualizers are the clipping for that one (which is so the nav actualy goes on the floor and bots understand they can walk through it when the visualizer is gone). There is a push region so bots dont get stuck (since it lacks a nav on top of it) and a money collect trigger so money doesnt get stuck inside it.Rottenburg does some shenanigans too, look at the palisade. And then there is the issue of the engineer bots...
Yes, most parts are needed but there are allways optional things hence my suggestion of splitting the mechanics. This way you allow players to design their own system while still helping them on the basics. Example is just an example of a full but basic mvm map. You should give players the option to make a 2 lane, 3 lane, single lane but splitting later on version and such. These can be very basic examples.In my MVM experience, almost everything in mvm_example is genuinely needed.
I do not personally know how the game handles a VMT conflict if you join a pure enforced server with a customized material, so I put the warning out there in case you have problems either joining a server or things look weird in-game when you do. (If someone can direct me to a pure server, or a way to find servers with that enabled, so I can test it myself, that would be nice)
I'll decide that when I really look into the mvm setup. Depends how ambiguous the entities are.Are you going to make some icons for the new mvm entities? And I wouldn't trust Valve to write an accurate fgd for them either.
The harsher the better. 2 should do fine, I will try it out.What sv_pure setting are you looking for? I know of an sv_pure 2 server, the HK Central one ( 108.174.60.26:27015 ). Not sure how to find an sv_pure 1 either.
...there is some consideration to be made about what is SD and what is Doomsday, since we only have one map to go by.
If all it is is a neutral flag with a mutual cap zone, why isn't it CTF? The CP designation covers many variations of "plain" capturing points, so CTF should be able to cover a basic one flag variant. Granted it could just be valve deciding to give it a different prefix for the heck of it but...
Isn't the tf2m server itself sv_pure 1? At least it was at some point.