Reverse MvM Beginners Guide: Difference between revisions

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==Designing Your Mission: Basic MvM Maps==
==Designing Your Mission: Basic MvM Maps==
Because many maps were not designed for this mode, it is recommended that you go through your map of choice and remove unwanted map entities, cover up holes in bot spawn with [https://developer.valvesoftware.com/wiki/Prop_dynamic prop_dynamic], and generally prepare your map beforehand.  For modifying existing entities, a [https://developer.valvesoftware.com/wiki/Logic_auto logic_auto] is recommended as it will instantly trigger when a new wave loads.   
Because many maps were not designed for this mode, it is recommended that you go through your map of choice and remove unwanted map entities, cover up holes in bot spawn with [https://developer.valvesoftware.com/wiki/Prop_dynamic prop_dynamic], and generally prepare your map beforehand.  For the bulk of custom logic, a [https://developer.valvesoftware.com/wiki/Logic_auto logic_auto] in combination with [https://developer.valvesoftware.com/wiki/AddOutput AddOutputs] is recommended as it will instantly trigger when a new wave loads.   





Revision as of 15:44, 14 July 2021

Reverse MvM refers to a combination of custom keyvalues that flips the teams and win conditions. Instead of defending against hordes of robots, players are spawned on the blue team and must fight their way to the hatch and deliver the bomb. Designing missions around this concept can be very complex and require heavy usage of Point Templates. It is highly recommended that you have a basic understanding of hammer and map logic beforehand.

If you prefer a hands-on approach, Try picking apart this basic tutorial mission for rottenburg, which showcases various useful tips and tricks.

Designing Your Mission: Basic MvM Maps

Because many maps were not designed for this mode, it is recommended that you go through your map of choice and remove unwanted map entities, cover up holes in bot spawn with prop_dynamic, and generally prepare your map beforehand. For the bulk of custom logic, a logic_auto in combination with AddOutputs is recommended as it will instantly trigger when a new wave loads.


For example, if your mission gives the blue team infinite ammo, it wouldn't hurt to remove redundant ammo packs from the map by adding this to your logic_auto:

"OnMapSpawn" "item_ammopack*,Kill,,0,-1"