Team Fortress 2

Team Fortress 2

MvM_Decay
 This topic has been pinned, so it's probably important
Nuq  [developer] 15 Oct, 2016 @ 1:35pm
Mission Making data, existing mission information
Info for mission makers:

WaveStartOutput relays
(!) If bot spawns at same time "bomb" goes "active" he has odds of not picking it up
(!) Giving him 0.1s delay before his spawn will force him to grab it.

  • wave_start_relay - brings out one non-reset "bomb"
  • wave_start_relay_im - brings out one reset "bomb" (45s)
  • wave_start_relay_im_2bomb - brings out two reset "bombs" (45s each)
  • wave_start_relay_im_3bomb - brings out three reset "bombs" (45s each)
DoneOutput relays
  • wave_finished_relay - marks new path, disables all bombs so you can use multiple relays in one mission
Spawnpoints
(!) None of these were changed from stock Decoy

  • spawnbot - main middle spawn
  • spawnbot_invasion - middle spawn and huts on top
  • spawnbot_left - left hut on top
  • spawnbot_right - right hut on top
  • spawnbot_single_flag - main middle spawn, used by Valve for some reasons on Decoy.
Tank tunnels
(!) There's something funky with tanks right now, avoid spamming tanks a lot (>1 per tunnel) at same time

  • path1 - old Decoy path, uses left bridge, shorter
  • path2 - new side path, uses right bridge, a bit longer.

Existing missions FAQ:

Sweet Sins

Difficulty : Nightmare (Advanced-Advanced+)
Waves: Three
Approx. time to beat : From 30 minutes to infinity, depending on team
Amount of bombs : Differs

Satan's Seed

IN DEVELOPMENT