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Reverse MvM | Reverse MvM refers to a combination of [https://sigwiki.potatomvm.tf/index.php/WaveSchedule 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 requires heavy usage of [https://sigwiki.potatomvm.tf/index.php/Design_PointTemplate_with_hammer_map_editor Point Templates]. It is highly recommended that you have a basic understanding of hammer and map logic beforehand, as well as a deep understanding of our [https://testing.potatomvm.tf/mvm_bigrock_sigdemo.pop custom popfile keyvalues]. | ||
An example popfile for Rottenburg can be found [https:// | An example popfile for Rottenburg can be found [https://www.dropbox.com/s/iu84axj1r0vhg0y/mvm rottenburg reverse core logic.pop?dl=1rial mission here] | ||
== | == Pacing and Structure == | ||
[[File:Rotten.png|thumb|Custom spawn and sub-wave layout example for Rottenburg.]] | |||
While the majority of existing mvm maps are suitable, longer and more complex maps are best suited 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, usually by blocking the hatch until the last subwave is ended, or blocking off large regions of the map from access. | |||
Once you've identified a map you feel is best for your mission, the next step is to create bot spawns that move progressively closer to the hatch, combined with sub-waves that give players adequate time to move forward and engage in the next sub-wave after it. If each sub-wave and spawn location is balanced correctly, players will not spend the majority of their time in one part of the map. If spawns are too fast and too close together, the mission will be a slog and players will struggle to progress. If new sub-waves are too slow to begin and spawns are spread too far apart, the threat will be too spread out and players can simply ignore the next sub-wave, head straight to the hatch, and let everything come to them. Do your best to strike a balance between these two extremes. | |||
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. | |||
==Getting Started== | |||
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. For example, if your mission gives the blue team infinite ammo, it wouldn't hurt to remove redundant ammo packs from the map like so <syntaxhighlight lang="cpp"> | |||
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 | |||
logic_auto | logic_auto | ||
{ | { | ||
"origin" "0 0 0" | |||
"targetname" "mainrelay" | |||
"OnMapSpawn" "item_ammopack*,Kill,,0,-1" | |||
} | } | ||
</syntaxhighlight> | </syntaxhighlight> | ||
Many maps do not have gates or doors blocking the blue spawn area and will require you to add your own blockades. This can be as simple as placing a prop in front of the spawn and killing it when the wave starts, or as complex as creating a moving gate using [https://developer.valvesoftware.com/wiki/Func_tracktrain func_tracktrain]. For our example, we'll be using a [https://developer.valvesoftware.com/wiki/Func_forcefield func_forcefield], an invisible wall which can be disabled and enabled when wave start/end relays trigger using some basic AddOutputs | |||
Many maps do not have gates or doors blocking the blue spawn area and will require you to add your own blockades. This can be as simple as placing a | |||
<syntaxhighlight lang="cpp"> | <syntaxhighlight lang="cpp"> | ||
PointTemplates [$SIGSEGV] | PointTemplates [$SIGSEGV] | ||
Line 52: | Line 30: | ||
logic_auto | logic_auto | ||
{ | { | ||
"origin" "0 0 0" | |||
"targetname" "mainrelay" | "targetname" "mainrelay" | ||
"OnMapSpawn" "item_ammopack*,Kill,,0,-1" | "OnMapSpawn" "item_ammopack*,Kill,,0,-1" | ||
"OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger spawnbarrier:Disable:0:-1,0,-1" | "OnMapSpawn" "wave_start_relay*,AddOutput,OnTrigger spawnbarrier:Disable:0:-1,0,-1" | ||
"OnMapSpawn" "wave_finished_relay*,AddOutput,OnTrigger spawnbarrier:Enable:0:-1,0,-1" | "OnMapSpawn" "wave_finished_relay*,AddOutput,OnTrigger spawnbarrier:Enable:0:-1,0,-1" | ||
Line 64: | Line 43: | ||
func_forcefield | func_forcefield | ||
{ | { | ||
"disablereceiveshadows" "0" | |||
"origin" "2724.365479 -2303.941650 -143.139458" //rottenburg spawn | |||
"angles" "0 90 0" | |||
"renderamt" "255" | |||
"rendercolor" "255 255 255" | |||
"renderfx" "0" | |||
"rendermode" "10" //10 = don't render | |||
"TeamNum" "2" //2 for red, 3 for blu | |||
"targetname" "spawnbarrier" | "targetname" "spawnbarrier" | ||
"mins" "-300 -300 -300" | "mins" "-300 -300 -300" | ||
"maxs" "300 300 300" | "maxs" "300 300 300" //300x300 hu cube | ||
"StartDisabled" "0" | |||
} | } | ||
} | } | ||
} | } | ||
</syntaxhighlight> | </syntaxhighlight> | ||
'' | ''* is a [https://developer.valvesoftware.com/wiki/Wildcard wildcard] that can be used to reference multiple entities with the same prefix. It is only limited to suffixes (*_start_relay* would not work)'' | ||
For more complex maps with a lot of entities, it may be beneficial to strip away | ''For more complex maps with a lot of entities, it may be beneficial to strip away unnecessary decorative elements of the map to avoid hitting the edict limit. move_rope and keyframe_rope for example.'' | ||
==Lose Condition== | |||
In order to fail the wave when players lose, you will need to add your own game_round_win entity like so: | |||
<syntaxhighlight lang="cpp"> | |||
PointTemplates [$SIGSEGV] | |||
{ | |||
LoseRelay | |||
{ | |||
NoFixup 1 | |||
game_round_win //ignore this | |||
{ | |||
"origin" "0 0 0" | |||
"TeamNum" "2" | |||
"targetname" "bots_win_red" | |||
"switch_teams" "0" | |||
"force_map_reset" "1" | |||
"classname" "game_round_win" | |||
} | |||
logic_relay //trigger this | |||
{ | |||
"origin" "0 0 0" | |||
"targetname" "redwin_relay" | |||
"OnTrigger" "bots_win_red,RoundWin,,0,-1" | |||
} | |||
} | |||
} | |||
</syntaxhighlight> | |||
It's up to you to decide how you want players to lose. Timers, VIP Escort, and Tanks are popular ways to do so. | |||
Upgrade stations will need to be placed in blue spawns. Do your best to strategically place these in areas that don't interfere with spawn points and cover up holes in the map | == Upgrade Station == | ||
Upgrade stations will need to be placed in blue spawns. Do your best to strategically place these in areas that don't interfere with spawn points and use them to cover up holes in the map.<syntaxhighlight lang="c++"> | |||
station | station | ||
{ | { | ||
NoFixup 1 | NoFixup 1 | ||
func_upgradestation | func_upgradestation //upgrade station entity | ||
{ | { | ||
"mins" "-105 -100 0" | "mins" "-105 -100 0" | ||
Line 92: | Line 105: | ||
"solid" "0" | "solid" "0" | ||
} | } | ||
prop_dynamic // | prop_dynamic //blu upgrade station model, can be found on potato servers | ||
{ | { | ||
"targetname" "upgradestation" | "targetname" "upgradestation" | ||
"model" "models | "angles" "0 0 0" | ||
"DisableBoneFollowers" "0" | |||
"disablereceiveshadows" "0" | |||
"disableshadows" "1" | |||
"ExplodeDamage" "0" | |||
"ExplodeRadius" "0" | |||
"fademaxdist" "0" | |||
"fademindist" "-1" | |||
"fadescale" "1" | |||
"MaxAnimTime" "10" | |||
"maxdxlevel" "0" | |||
"MinAnimTime" "5" | |||
"mindxlevel" "0" | |||
"model" "models\props_mvm\mvm_upgrade_blu.mdl" | |||
"modelscale" "1" | |||
"PerformanceMode" "0" | |||
"pressuredelay" "0" | |||
"RandomAnimation" "0" | |||
"renderamt" "255" | |||
"renderfx" "0" | |||
"rendermode" "0" | |||
"SetBodyGroup" "0" | |||
"skin" "0" | |||
"solid" "0" | |||
"spawnflags" "0" | |||
"origin" "0 0 0" | |||
} | } | ||
prop_dynamic // | prop_dynamic //invisible collision prop | ||
{ | { | ||
"targetname" "shopcollision" | "targetname" "shopcollision" | ||
"angles" "0 -90 0" | "angles" "0 -90 0" | ||
"DisableBoneFollowers" "1" | |||
"disablereceiveshadows" "1" | |||
"model" "models/props_vehicles/train_flatcar_container.mdl" | "model" "models/props_vehicles/train_flatcar_container.mdl" | ||
"rendermode" "10" | "disableshadows" "1" | ||
"solid" "6" | "ExplodeDamage" "0" | ||
"ExplodeRadius" "0" | |||
"fademaxdist" "0" | |||
"fademindist" "-1" | |||
"fadescale" "1" | |||
"MaxAnimTime" "10" | |||
"maxdxlevel" "0" | |||
"MinAnimTime" "5" | |||
"mindxlevel" "0" | |||
"modelscale" "1" | |||
"PerformanceMode" "0" | |||
"pressuredelay" "0" | |||
"RandomAnimation" "0" | |||
"renderamt" "0" | |||
"renderfx" "0" | |||
"rendermode" "10" | |||
"SetBodyGroup" "0" | |||
"skin" "0" | |||
"CollisionGroup" "5" | |||
"solid" "6" | |||
"spawnflags" "0" | |||
"StartDisabled" "0" | |||
"origin" "0 0 0" | |||
} | } | ||
} | } | ||
</syntaxhighlight> | </syntaxhighlight> | ||
__FORCETOC__ | __FORCETOC__ | ||
[[Category: Tutorials]] | [[Category: Tutorials]] |