Difference between revisions of "Reverse MvM Beginners Guide"

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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 require 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.
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.


For all essential logic required for Reverse such as game_round_win, check out [https://www.dropbox.com/s/iu84axj1r0vhg0y/mvm rottenburg reverse core logic.pop?dl=1rial mission this basic tutorial mission]
For all essential logic required for Reverse such as game_round_win, check out [https://www.dropbox.com/s/iu84axj1r0vhg0y/mvm rottenburg reverse core logic.pop?dl=1rial mission this basic tutorial mission]

Revision as of 10:51, 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 requires heavy usage of Point Templates. It is highly recommended that you have a basic understanding of hammer and map logic beforehand.

For all essential logic required for Reverse such as game_round_win, check out this basic tutorial mission

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"