Team Fortress 2
Team Fortress 2 > Mann vs. Machine > Topic Details
Hell-met Oct 1, 2015 @ 11:08pm
My Expert Bigrock : Bionic Bits
after years of telling myself wow this stuff is too complicated I finally got around to learn about custom missions

now I've seen my fair share of custom MvM and I've learned alot about valve's own missions, so now I'm finally putting my knowledge to work. All this on my favorite map, bigrock. It's "expert" level though I still want to keep it fun and interesting.

Final version done, can be played at :

mvm.sigpipe.info

Potato's workshop

Features

- Near Permanently closed death pit

- Unique no-money, standard TF2 action on the first wave (money is given after)

- All of valve's best memorable bots, including 2city bots

- My very own creations, including polished valve bots (mistakes in templates fixed)

- Special outside-of-the-box robots that go beyond "shoot me to win"

- 6 waves + 1 super boss formula

- All classes having something valuable or important to do at all times

- Different sentry buster variant each spawn (up to 7 variants!)


WAVES

http://www.sourceop.com/hell-met/TF2/mvm/custom/wave_bits.jpg

Extra info

since you bothered entering this thread I will give you special tips

I will post a small list of robots I believe need some explanation.

- All the bots you recognize from valve levels are the same as you know. Bots with new unlocks have no special stats if they wear no hat

- Some bots wear the gate hat, but it's purely for visuals. Their behavior doesn't change and they won't seek a capture zone

- All medics do regular syringue damage, giants do more

- Some bots use weird icons, but they're usually not as terrific as you would expect from the icon.

- The Elite medics are the same as everyday ubers, except they recharge 800% faster and have full-length uber (~8 sec)

- Giant Elite medics are the same as giant medics, except they use stock uber, they recharge 800% faster and have a ~20 second uber. They regen 50 health like the giant regen

- Engineers have +100% hp buildings, but are otherwise identical in gameplay

- The Giant Bonk! uses the drink rate from pre-nerf empire

- Killing the Sandwich heavy significantly makes wave 2 harder. Let him go on his way. Kill him when everything else is defeated

- Each sentry buster call has 7 variants to choose from and will do so randomly each time

1. Default Buster we all know and hate

2. Sentry Swarmer. Spawns a group of 4 small busters that follow eachother and go at once. Each buster will trigger an explosion (they will friendly-fire eachother). Each swarmer has 1000 health and acts like a common robot (deactivated by saps, stuns, knocked around). Killing a small buster prematurely will make them die harmlessly and cancel their explosion.

3. Sentry Runner. Permanently charging sentry buster. Extremely fast, will often be completely out of control and get to unexpected places. Is also extremely unpredictable even when arming-up. 1500 hp

4. Sentry Planter. Drops crit iron bomber pipebombs along the way it runs on. 2000 hp

5. Sentry Hacker. Will instantly sap any building nearby before detonating. Extremely effective against rescue-rangers. 2000 hp. Glides around because of missing sapper animation (can't be fixed).

6. Mega Buster. This is a massive, slow buster which soaks up damage like no other. This unstoppable buster will take a while to get to the sentry but will waste the sentry gun's attention for a long time. This buster has super giant settings (can't be airblasted or give rage bars)

7. Bully Buster. This mean buster kicks anyone it crosses in the butt and sends them flying. This buster has more health but moves slightly slower

8. Delayed Buster. This buster is very slow and unresponsive. It will do a fake arm-up and blow up much later than anticipated. 7000 hp

9. Ninja Buster. This buster is imbued with extreme dexterity and agility. 5000 hp.

- Ignore the clowns. A melee smack will make them go away if needed.

- Vampire knights fully resist and even get overhealed by crit damage. Use normal damage to kill them. They cannot be backstabbed. Don't feed them

- The Mine-Layer's mines can be reflected to your advantage or simply deflected / zapped. The layer has 500 health

- Phlog pyros will only activate from a random-taunt-after-killing-somebody or a bomb upgrade (they don't have the AI for it)

- The Tank Convoy is more vulnerable on its two second wagons. More bots will spawn if you kill the part on the front first

- Plasma soldiers will pratically one-shot everything even buildings. They can't hit anyone outside of short range however. His shots can be reflected and zapped, but not deflected

- The Football heavy must be pushed into the pit or killed with fall damage.

- The Power scouts have +100% damage, +50% faster reload, faster run speed and 150 health

- The Adamantane Medic is completely invincible will always try to go heal the boss. Keep it away at all costs. The wave ends when the boss dies

- Some bots have halloween items. They look alot cooler with halloween mode on
Last edited by Hell-met; Nov 23, 2015 @ 6:33pm
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sigsegv Oct 1, 2015 @ 11:35pm 
Originally posted by Hell-met:
I am hoping it will be hosted on siegsev's when it's done.
Sounds good to me.

By the way, if you were planning on including shield medics in this mission, there are still a couple bugs I need to look into regarding the AI for that. For one thing, I need to make a shield-specific medic follow distance tweak so they will stay closer to the patient. Also, Eye told me it appeared that bots didn't think they could / didn't want to shoot through the shield, probably because it either appears solid to them or it's special-cased in the AI in some way; I need to look into that further.
Last edited by sigsegv; Oct 1, 2015 @ 11:35pm
Hell-met Oct 1, 2015 @ 11:59pm 
I'm not sure I want to make the mission server-dependant. As cool as your fixes are, I'd rather want the thing to work on any server in any case.

still I might have an idea or two
sigsegv Oct 2, 2015 @ 12:31am 
By the way, I saw your mention of different sentry buster variants, and that made me want to try some weird popfile things. (None of this involves mods.)

You can put RandomChoice spawners inside of Mission populators and they totally work. So you can have a selection of different kinds of sentry busters (or snipers/spies/engineers) that will be randomly selected from when that type of mission is activated. And of course you could then also have a different set of missions with their own unique random sets of bot variants for each wave.
https://youtu.be/WaPF8HX2T0U

You can also put Squad spawners inside Mission populators, although (at least in the case of Objective DestroySentries) it results in some weird things you might not necessarily expect. Then again, I must admit I wasn't expecting it to work as well as it did.
https://youtu.be/8kMa9MzX7q4

You can even put Tank spawners inside Mission populators. Including the DestroySentries mission. So here's a crazy popfile where tanks will start spawning if an engineer builds a sentry; the sentry buster damage/kill thresholds were both set to 0 in this case, so basically anytime he has a sentry up, tanks will continually spawn. It's hilarious. Also, the tanks are listed as "support" and therefore lack the red icon background they usually have (it's visible for the first 1 second of this video).
https://youtu.be/H_6y5HaxJ0A

I also discovered from the game code that there's another possible value for the Objective field inside a Mission populator besides the usual four (Sniper, Spy, DestroySentries, Engineer): "SeekAndDestroy". At a certain interval, it should spawn bot(s) that don't care about the objective and just hunt down opposing players, exactly the way bots do after they plant the bomb and win. Would be great for battle engineer bots, for example, because otherwise it's pretty much impossible to make those guys actually use their primary weapon. Unfortunately, despite the popfile being 100% valid, the bots won't actually spawn, so they probably never finished the code for this particular objective type. Disappointing.


Popfile links are in the video descriptions if you or anyone else wants to mess around with these things.
Last edited by sigsegv; Oct 2, 2015 @ 12:33am
Dayal Oct 2, 2015 @ 5:18am 
Looks more like a higher grade of expert to me when watching those pictures. Two small questions though. What are the small super scouts suppose to resemble? And do the crit Bowmen in wave 2 indicate that they're the giant versions of EE?
stratager Oct 2, 2015 @ 5:39am 
The bots aren't going to be clustered when they spawn, are they?

To avoid ez pz sniping or barrage beggars.
Hell-met Oct 2, 2015 @ 5:58am 
Originally posted by Dayal:
Looks more like a higher grade of expert to me when watching those pictures. Two small questions though. What are the small super scouts suppose to resemble? And do the crit Bowmen in wave 2 indicate that they're the giant versions of EE?

small super scouts are literally what they are. a 125 scout with faster speed and a fish

and yes those are rapid bowmen

Originally posted by stratager:
The bots aren't going to be clustered when they spawn, are they?

To avoid ez pz sniping or barrage beggars.

small money makes spawn-camping very unlikely I think
Last edited by Hell-met; Oct 2, 2015 @ 5:58am
Furious George Oct 2, 2015 @ 5:59am 
I haven't played it but wouldn't the permanently closed pit be actually a nerf to the map? I haven't seen anyone pit bot there effectively but i have seen plenty of players fall down it from knockback. It's really a pit for players.
Last edited by Furious George; Oct 2, 2015 @ 6:01am
Brutal Noodles Oct 2, 2015 @ 6:01am 
The first wave features 3 crit boosted giant heavies and you start with zero credits. A real test of skill and teamwork.

I like it.
Hell-met Oct 2, 2015 @ 6:02am 
Originally posted by swizzle sprocket:
I haven't played it but wouldn't the permanently closed pit be actually a nerf to the map? I haven't seen anyone pit bot there effectively but ibhave seen plenty of players fall down it from knockback. It's really a pit for players.

that's a good point though I can't risk a heavy knockback pushing a super giant down
Mettaur Oct 2, 2015 @ 6:09am 
He could put a wall there. Players won't be able to push stuff past it but robots, first pinning players to the ceiling, will be able to knock them past it to the pit.
Dayal Oct 2, 2015 @ 6:12am 
Originally posted by Hell-met:
Originally posted by Dayal:
Looks more like a higher grade of expert to me when watching those pictures. Two small questions though. What are the small super scouts suppose to resemble? And do the crit Bowmen in wave 2 indicate that they're the giant versions of EE?

small super scouts are literally what they are. a 125 scout with faster speed and a fish

and yes those are rapid bowmen

Ah ok, are you also planning on adding the different spawn waves in this thread, or is it too early to do that just yet? I know already a few things on wave 1, but it's still blank for the rest.
Alias Oct 2, 2015 @ 9:18am 
Wave 1 i notice 3 giant crit heavies. Note that once they aim at you and you dont have any resistances that you are instantly dead even at range (they can easily deal 1000+ dps - which with crit resistance can be put down to something like 300 dps). Even a vaccinator will have troubles. You might want to take a look at my no money mode to see what a team can handle at that money since that mission already beats valve expert by far.

You also chose bigrock which isnt the best map to practice mission making on. Bigrock has a quite big flaw which is that inside the cave its easier to defend than outside. This means that hard offensive strikes at the end of the wave are often far more fatal than at the start. This can make tests have very big diffirences as a strong team wont lose the cave, but a team that loses it can suddenly get steamrolled out of a sudden.

The deathpit only needs to be locked off during chiefs. And even then it heavily depends on the mission and map itself. If a chief is alone and you can push him in to instantly win a wave its bad, if he is just a part of the wave (similar to the mannhattan chiefs) then if he gets pushed in then its not a problem.
Hell-met Oct 2, 2015 @ 11:27am 
like I said a couple times before, the crit heavies are set to Easy. they are extremely easy to confuse and dodge

deathpits in general are a tool that makes the game easier. this has no place in a difficult mode

in other news, sentry busters are done. Each call has a chance to pick a different buster out of 5 possibilities :

Default (valve's)
Swarmer
Runner
Hacker
Planter
(more since updates)

they all offer new challenges in addition to the normal i-blow-up-when-i-touch-the-sentry
Last edited by Hell-met; Nov 19, 2015 @ 9:22pm
Mettaur Oct 2, 2015 @ 12:32pm 
If they still do that, then I don't care.
Hell-met Oct 2, 2015 @ 1:25pm 
huh
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Team Fortress 2 > Mann vs. Machine > Topic Details