[B]History of TF[/B]
A custom mission by Gamemaster1379
Current Release v1.4
[URL="http://www.mediafire.com/download/95l6hfydbcs3ako/mvm_history_of_tf_rottenburg_v1.4_pr1.zip"]Download[/URL]
(I realize we have a custom MVM mission thread, but I figured that this is a rather large mission and is likely to have several updates and bugs, and may be a bit much to post in a multi-mission and development thread. However, if I was wrong in posting this as a separate topic, please close or delete this topic)
Hello all, it's been a while since I've been in the custom MVM mission scene, and I've been mulling an idea over for a while. I've decided to come back with a new mission, and a rather involved one too. I decided against using prefab templates or making a few small templates. This time, I decided to go big and make a mission based on Team Fortress 2 itself, hence "History of TF". This mission focuses on the progression of TF2 and its classes, from beta to Two Cities. To the best of my abilities with existing attributes, I have tried to create and recreate player loadouts of the past that are no more, such as the original +50 HP backburner, or early spin-up Tomislav. The end result was over 180 standard bot templates, and over 20 giant bot templates that were written for this mission.
History of TF spans ten waves, which progress through all the major updates chronologically, using bots during or before the time that the mission progress. Bots have many iterations that change through the mission that reflect their progression chrologically throughout the course of TF2's history. While earlier waves focus on the history of Team Fortress, later waves, while still chronologically accurate, have finales that use bots that are set up to be increasingly player-esque, for a less dull Mann versus Machine experience.
Currently, History of TF is designed around mvm_rottenburg. Given feedback and improvements on the mission, it is planned to port this map to other official and custom MVM maps.
Any questions, comments or suggestions may be posted here.
[video=youtube;Wewzud2aZWA]http://www.youtube.com/watch?v=Wewzud2aZWA[/video]
[t]http://i.imgur.com/eyGwmJZ.png[/t]
Note: I suck dick at promo posters
[code]
MVM_ROTTENBURG_HISTORYOTF
CUSTOM MISSION & PROMO BY GAMEMASTER1379 ( http://steamcommunity.com/id/Gamemaster1379 )
THIS IS A CUSTOM MISSION THAT GOES THROUGH THE ENTIRETY OF TF2'S MAJOR UPDATES, CONSOLIDATED INTO TEN WAVES OF MAN VERSUS MACHINE. THE MISSIONS SPAN FROM BETA UP TO THE TWO CITIES UPDATE (NOVEMBER 21 2013)
CHANGELOG VERSION 1.4
- Tweaked Spawning of bots in Beta Wave
- Removed Regen on several giant bots
- Added partial resistances to Wave 9 bots
CHANGELOG VERSION 1.3
- Removed 20 HP bonus from Battalion
- Removed health regen on Concherer
CHANGELOG VERSION 1.2
- Replaced Crit resist with non set bonus crit resistance
- Replaced Regen with non set bonus regen
- Removed Headshot immunity (unable to replace)
- Removed Silent Decloak (unable to replace)
- Removed Sentry Resistance (unable to replace)
CHANGELOG VERSION 1.1
- Fixed some typos in the code
SPECIAL THANKS:
SandyD Servers for beta hosting
Compy McKitties ( http://steamcommunity.com/id/compytheinsane/ ) for beta testing
Top Gun ( http://steamcommunity.com/id/pd_top_gun/ ) for beta testing
Lumpy ( http://steamcommunity.com/id/lumpylemons/ )
Sir Prize ( http://steamcommunity.com/profiles/76561198005947177/ ) for beta testing
!! ( http://steamcommunity.com/id/DoubleEx/ )
Stev ( http://steamcommunity.com/id/patrioticanadian/ ) for feedback during development
KNOWN BUGS
SET BONUS attributes are unable to be applied to bots.
- Croc-o-Style Snipers do not have headshot immunity
- Saharan Spies do not have silent decloak
- Tank Buster Soldiers do not have sentry resistance
- Pre-nerf Natascha slowdown is unable to be recreated because the attribute itself was changed
- Pre-nerf Sandman stunning is unable to be recreated because the attribute itself was changed
- Cannot seperate backstab crits from sapper crits on Diamondback
- Cannot revert Soda Popper to minicrit status
[/code]
Where is Mannconomy update?
Oh, it's on wave 6 as I understand?
[QUOTE=VintageCat;43269432]Where is Mannconomy update?
Oh, it's on wave 6 as I understand?[/QUOTE]
Indeed. Scream Fortress has a gigantic demoknight with a Headtaker. It's the only reason it progresses that far. The bulk of wave 6 is indeed Mannconomy.
[QUOTE=Gamemaster1379;43269478]Indeed. Scream Fortress has a gigantic demoknight with a Headtaker. It's the only reason it progresses that far. The bulk of wave 6 is indeed Mannconomy.[/QUOTE]
Oh sorry for being stupid again, but where is Pyromania? Wave 8 ends with AC2011 and Wave 9 starts with MvM
[QUOTE=VintageCat;43269541]Oh sorry for being stupid again, but where is Pyromania? Wave 8 ends with AC2011 and Wave 9 starts with MvM[/QUOTE]
Oh, you're right. That is improperly labeled. Wave 9 actually includes Pyromania.
So wait, last wave will have Soldiers with the slowing rockets with full damage direct hits? And Medics with projectile shields?
[QUOTE=-=NARH=-;43269813]So wait, last wave will have Soldiers with the slowing rockets with full damage direct hits? And Medics with projectile shields?[/QUOTE]
Yes, the soldiers do have maxed out Rocket specialist. however, Medics will not have the shields because their AI does not know how to handle it, unfortunately. They do, however, have healing mastery.
[QUOTE=-=NARH=-;43269813]So wait, last wave will have Soldiers with the slowing rockets with full damage direct hits? And Medics with projectile shields?[/QUOTE]
Projectile shields are impossible for robots to do, as they are incapable of understanding what a MOUSE3 is.
[video=youtube;Wewzud2aZWA]http://www.youtube.com/watch?v=Wewzud2aZWA[/video]
Here's a little promo video of my beta gameplay. Quickly thrown together, but better than nothing.
I think a lot of your "known bugs" can be fixed with some sourcemod scripting, but that requires the server to do stuff, not the mission.
Now it just needs a server running it
[QUOTE=Zadrave;43270127]I think a lot of your "known bugs" can be fixed with some sourcemod scripting, but that requires the server to do stuff, not the mission.[/QUOTE]
Unfortunately so. I'm not looking to distribute a full sourcemod package with a bunch of plugins that need constant updating and/or break on Valve's updates. My current distribution is much smaller and is compatible so long as Valve's own files are compatible, so I should be safe.
If somebody wants to make one, then by all means, I'd love to see it. I'm not going to be the backend for it though.
[editline]22nd December 2013[/editline]
[QUOTE=HyperTails;43270136]Now it just needs a server running it[/QUOTE]
I know one of the SandyD servers that I had it hosted on still have it, but I am not for sure whether or not that server is meant for public use, or strictly testing purposes. So, I can't say for certain that I know of any servers that have it. Hopefully somebody who sees this topic would be willing to put it up on their server and give us a heads up.
Do have picture of all the bot types?
[QUOTE=Gamemaster1379;43270163]I know one of the SandyD servers that I had it hosted on still have it, but I am not for sure whether or not that server is meant for public use, or strictly testing purposes. So, I can't say for certain that I know of any servers that have it. Hopefully somebody who sees this topic would be willing to put it up on their server and give us a heads up.[/QUOTE]
I just added version 1.4 to all of SandyD's MvM servers.
[QUOTE=Inspecter;43273332]Do have picture of all the bot types?[/QUOTE]
I do not, unfortunately. The are easily over 100 different bot types, and to take pictures of all of them would be a pain in the ass. Especially since there isn't a particularly easy way to do so. I'd have to manually create each bot via SFM or go in-game and capture moments of each bot.
[QUOTE=Gamemaster1379;43273796]I do not, unfortunately. The are easily over 100 different bot types, and to take pictures of all of them would be a pain in the ass. Especially since there isn't a particularly easy way to do so. I'd have to manually create each bot via SFM or go in-game and capture moments of each bot.[/QUOTE]
I think going in-game and capturing moments with the bots would be a better idea. Also it doesn't have to be all of them.
I may go back through and do that. For now, the video shows a bit of the different types of bots in there.
Too bad you finished this right as Australian Christmas 2013 came out :v:
[QUOTE=QUILTBAG;43274406]Too bad you finished this right as Australian Christmas 2013 came out :v:[/QUOTE]
Yeah, was my luck. :v: Thankfully they didn't add any new content, they just tweaked some weapons.
This is pretty cool. can't wait to check it out when im off vacation.
[QUOTE=Gamemaster1379;43274124]I may go back through and do that. For now, the video shows a bit of the different types of bots in there.[/QUOTE]
Use the Replay function somehow?
Or rewrite the mission to include one copy of each bot, with a really, really heavy slowdown, then go disguised spy, teleport them to you and take a screenshot that way.
[editline]22nd December 2013[/editline]
Also speaking of which, can't you manually apply attributes to certain bots? Couldn't you do that for the set bonuses rather than actually relying on TF2's own set bonus system?
[QUOTE=AlfieSR;43275071]Use the Replay function somehow?
Or rewrite the mission to include one copy of each bot, with a really, really heavy slowdown, then go disguised spy, teleport them to you and take a screenshot that way.
[editline]22nd December 2013[/editline]
Also speaking of which, can't you manually apply attributes to certain bots? Couldn't you do that for the set bonuses rather than actually relying on TF2's own set bonus system?[/QUOTE]
The replay function could work. SandyD servers do have them.
The slowdown spy thing could work, but would be more of a pain in the ass.
And you can. I tried doing this but bugtesting kept spitting back errors at me.
Here is a copy of my Saharan Spy from History of TF's standard file.
[code]
T_TFBot_Mannconomy_Saharan_Spy
{
Name "Saharan Spy"
Class Spy
Skill Expert
Item "The Familiar Fez"
Item "L'etranger"
Item "Your Eternal Reward"
ItemAttributes
{
ItemName "L'etranger"
"cloak consume rate decreased" 1.0 //Reset 40% bonus
}
}
[/code]
As you can see, I manually reapplied the cloak consume rate decreased and made it 1.0 (from the original 1.4 that's seen on the L'etranger in schematics). I can really put whatever attribute I want there. Also, if I really want, I could completely go around putting it on a weapon and apply straight to the player by using CharacterAttributes instead, as you can see below on my ExpertsOrdanace Demoman.
[code]
T_TFBot_AustralianChristmas_ExpertsOrdanance_LochnLoad_Demoman
{
Name "Expert Ordanance Demoman"
Class Demoman
Item "Scotch Bonnet"
Item "The Loch-n-Load"
Item "The Ullapool Caber"
CharacterAttributes
{
"dmg taken from fire reduced" .9
}
ItemAttributes
{
ItemName "The Loch-n-Load"
"damage bonus" 1.1 // 10% original from base 20% bonus now
}
}
[/code]
You can grab just about any attribute under the item schematics, including the SET BONUS: ones. However, when trying to apply something like attribute 176 ("SET BONUS: no death from headshots"), it will spit back errors in console on how a set bonus cannot be applied in that fashion, and how it's being used improperly (not as an actual SET bonus). Unfortunately, you can only specify player and weapons, not sets--therefore making it impossible.
[QUOTE=Gamemaster1379;43275203][code]
T_TFBot_AustralianChristmas_ExpertsOrdanance_LochnLoad_Demoman
{
Name "Expert Ordanance Demoman"
Class Demoman
Item "Scotch Bonnet"
Item "The Loch-n-Load"
Item "The Ullapool Caber"
CharacterAttributes
{
"dmg taken from fire reduced" .9
}
ItemAttributes
{
ItemName "The Loch-n-Load"
"damage bonus" 1.1 // 10% original from base 20% bonus now
}
}
[/code]
You can grab just about any attribute under the item schematics, including the SET BONUS: ones. However, when trying to apply something like attribute 176 ("SET BONUS: no death from headshots"), it will spit back errors in console on how a set bonus cannot be applied in that fashion, and how it's being used improperly (not as an actual SET bonus). Unfortunately, you can only specify player and weapons, not sets--therefore making it impossible.[/QUOTE]
Oh, I see, I assumed it was similar to the old custom weapons thing everyone loved playing with. TF2 hated set bonus attributes being applied to weapons most of the time, but if you renamed the attribute title and kept the attrib_set_silent_cloak or whatever else, it just shut up and accepted it. Apparently, that's not possible here.
every wave is the night.
Do you think you'll dwell deeper into the TF history? I'm talking Quake TF and TF classic things, that would be interesting.
[QUOTE=Metaru;43275652]every wave is the night.[/QUOTE]
It really felt like it when I was playing it.
[editline]22nd December 2013[/editline]
[QUOTE=AlfieSR;43275341]Oh, I see, I assumed it was similar to the old custom weapons thing everyone loved playing with. TF2 hated set bonus attributes being applied to weapons most of the time, but if you renamed the attribute title and kept the attrib_set_silent_cloak or whatever else, it just shut up and accepted it. Apparently, that's not possible here.[/QUOTE]
If they associate by the "SET BONUS" string, I think theoretically I could make a custom item schematic that had new entries that were renamed. However, this gets very messy very quickly, can be game breaking, and has to be updated everytime Valve touches the schematic.
[editline]22nd December 2013[/editline]
[QUOTE=TheRealFierce;43275743]Do you think you'll dwell deeper into the TF history? I'm talking Quake TF and TF classic things, that would be interesting.[/QUOTE]
I don't think I will. Those were before my time, and may be a lot harder to recreate, given that physics and attributes--anything of the like, would have unique behaviors that would be a lot harder to recreate, unlike this game where tidbits of the game's evolution are littered throughout, and easily pull-able assets.
I'd stop worrying about porting this to loads of different maps and get collaborating with a mapmaker on making a map fitting of the theme of the pop file. Get this in as the 1st community officialized MvM map.
[QUOTE=theharribokid;43278381]I'd stop worrying about porting this to loads of different maps and get collaborating with a mapmaker on making a map fitting of the theme of the pop file. Get this in as the 1st community officialized MvM map.[/QUOTE]
I don't know any mapmakers offhand, but I'll jump on over to tf2maps.net and put a request topic up. We'll see if anyone bites.
If I get lucky, maybe a Facepunch mapmaker will stumble across this right here...
post the vid in wip in wip thread if i were you saying your making a pop file and explaining it a little and asking if anyone wants to make a map to go with it, see if anyone bites [url]http://forums.tf2maps.net/showthread.php?t=3438[/url]
I think this is a really cool mission, you did a great job with this!
Sorry, you need to Log In to post a reply to this thread.