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== Reverse Design Theory == === Maps === While the majority of existing mvm maps are suitable, longer and more complex maps are best for reverse. Bigrock, Mannhattan, and Rottenburg are examples of valve maps where it is relatively easy to stop players from getting to the hatch quickly, due to their layouts and/or overall length. Shorter and more open-ended maps such as Decoy, Mannworks, and Coaltown, are still completely valid options, however they will require ample counter-measures to avoid players bypassing every threat and camping at the hatch. ==== Gate Maps ==== Maps with gates are very useful for structuring your waves at the cost of simplicity. You can enable/disable bot spawns and connect your own custom logic to the outputs of the maps [https://developer.valvesoftware.com/wiki/Trigger_timer_door trigger_timer_door] entity using AddOutput, giving you the option to add rewards or enable new mission mechanics when capturing a gate. ==== Engineer Teleporter Types ==== There are 2 separate types of engineer teleporters: regular teleporters, and bot-style teleporters. Engineer bot teleporters act as a new spawn point, and will instantly teleport players to an exit on respawn with no entrance required. It is recommended to only use bot-style teleporters in long maps that do not use gates, combining gates with this feature can confuse newer players. === Placing Spawns === [[File:Rotten.png|thumb|Custom spawn and sub-wave layout example for Rottenburg.]] The best red spawn locations are not immediately noticeable and let bots navigate the map to hunt down players as efficiently as possible, regardless of the bomb path. Spawning bots in easy to notice areas can break the illusion of RED having control over the map, and should be avoided. Spawning bots very far away from the player however is equally problematic, and can ruin wave pacing.Β Itβs important to strike a balance between these two extremes. === Friendly Robots === When adding friendly bots to your mission, you should balance them to be considerably weaker than the upcoming red robots. If your friendly bots are strong enough to beat the mission without player interference in a reasonable amount of time, players won't feel very engaged. A good system for picking good friendly robots is to pick the less dangerous variant of bots you are using in your waves. If a certain sub-wave uses crit rapid fire giant soldiers on red, send out normal giant soldiers on blu. This way, blu robots are at an inherent disadvantage and need players to assist them to progress. It is recommended that VIP escorting objectives be very forgiving unless you specifically force the bot to only follow players. Do note that players are able to interact with bots in several ways. Heavies can heal them with lunchbox items, medics can uber them, soldiers can whip them, and bots will take nearby active teleporters. All of these features can be modified or disabled. __FORCETOC__ [[Category: Tutorials]]
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