mvm_manncohq_v3

A Map for Team Fortress 2

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mvm decoy couldn't fool them forever.

Mann Versus Machine - Mann co. Headquarters version 3 The map's based off of the picture of Mann co. headquarter released with TF2's mannconomy update. (as seen here) ![(as seen here)](http://img638.imageshack.us/img638/7562/untiftleds.jpg "(as seen here)") The detail is amazingly consistent with the picture. Down to the number of windows and the ratios of height and distance: everything seen in the picture is carefully reproduced in this map. For what's not seen: it's guess-work and hopefully will live up to anyone's expectation of how the areas might look. The map's basically a skyscraper in the middle of the desert. The play-space consists of open areas on the ground. There are a couple passageways and side areas, but for the most part fighting happens in the central hub area. The map comes with a custom made POP file, this file controls the waves of robots. (If you're using this file) there are 6 waves in total and 3 tanks. There are 2 possible paths for the bots to take. The direct route or the route around the side. IMPORTANT: Included in the download are 2 very important files. The NAV file and the POP file. THE NAV FILE SHOULD BE PLACED IN THE SAME DIRRECTORY AS THE MAP \team fortress 2\tf\maps. THE POP FILE SHOULD BE PLACED IN \team fortress 2\tf\scripts\population. The NAV file is used for bots to navigate the map. If you host this map on a server, it will download this file to the client automatically when they download the map. The POP file controls the waves. It's not necessary for the client to have. Or it will download automatically, I don't know which. It SHOULD load automatically when the map is loaded. If not, add it to a config. Have fun and tell me what you think. Note: This map was originally made for VSH mode, but I've edited it for MVM. This is the first public release (beta1) and is the first time I've made a MVM map. Report bugs, suggest changes and fixes whenever possible. Every bit of feedback helps me improve the map and balance the waves. --- _[Fallow me on Twitter for updates on this and other mapping projects I'm working on!](http://twitter.com/doms_projects "Fallow")_

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  • 4y
    rcmero avatar
    rcmero Offline
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    > **Posted by Ze deadly chef**

    > I need help with the waves.The robots dont start and it says wave 0

    That's a problem with your pop file. Double check it to see if it's OK, and then type tf\_mvm\_popfile mvm\_manncohq\_v3 in the console to reload the pop file.
    Portal Exp
  • 4y
    > **Posted by Travis_Touchdown**

    > Hello. I am Travis Touchdown. I am admin on a TF 2 server that plays 8 community made maps. We play this map. Not very often because It is a bit easy. I have a question if you don't mind answering. Do you have a pop file for advanced or expert mode? If you do I would love to have it. I would put this in rotation instead of only for times when its just my buddy's.

    please shut up
    • Dumb x 1
    • Rude x 1
    LOLmarketstreet
  • 5y
    I need help with the waves.The robots dont start and it says wave 0
    Better than any chef
  • 5y
    cynel1 avatar
    cynel1 Offline
    Member Joined 5y
    951 points Ranked 5114th
    it feels like this should be the final showdown for MvM
    Bananite
  • 5y
    Hello. I am Travis Touchdown. I am admin on a TF 2 server that plays 8 community made maps. We play this map. Not very often because It is a bit easy. I have a question if you don't mind answering. Do you have a pop file for advanced or expert mode? If you do I would love to have it. I would put this in rotation instead of only for times when its just my buddy's.
    Bananite avatar
    Mantra
    Bananite
  • 5y
    Rojo Es Lardo avatar
    Member Joined 6y
    You should submit this on the workshop
    • Dumb x 1
    Bananite
  • 5y
    UKCS-Alias avatar
    UKCS-Alias Offline
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    **Pros:**

    - Original looks
    - The map looks interesting for gameplay

    **Cons:**

    - It doesnt feel as a normal mvm map.
    - Its too open, allmost everything is visible
    - Lack of height diffirences

    **Improvements:**

    - Navigation problems with bots
    - The huge side path isnt adding anything interesting
    - Remove the intro music, its completely pointless to me (or make that optional using an extra relay).

    At first i saw the looks and though. this could be interesting. A left route and a right route which goes arround a building. But when i started it i noticed that the side route is just 1 big chokepoint that doesnt realy add antything intense. It feels too far outside of the map and this greatly influences the map in a negative way. All maps from valve are quite narrow compared to yours. Even mannworks which alreay is wide. I realy would like to see the side path getting closer to the center so it takes far less time for bots to reach the pit.

    Then comes the map itself in gameplay. Even though initialy it seemed interesting i noticed the lack of heights which also couse you to have a blocked view. Meaning you have to get closer to kill.

    The original navigation file seemed a bit boring so i even tried to add my own and make it more interesting, but even that didnt help to me. Once they take the big path the map is just a boring spamfest in a long corridor. I also noticed that bots get stuck often. This appears to be due to all the paths having small walls. Those navigation errors realy make it easy because once a bot is stuck you can just keep him alive and take your time in killing. (which happens often enough).

    This map has a good start but needs modifications to actualy work for mvm:
    * And for that i think it would be better to change the center and side path so the center is a bit up. This height serves as the middle block that any of the valve mvm maps has.

    * The side route has to be moved far closer. This means that the big building block has to be made smaller. Alternatively move the block a bit back and have the path in front of that. Using the center higher block this you can actualy still make it seperate routes. This also actualy makes the diffirence of the path they take as now it realy matters. You see the same in coaltown.

    * And obviously, remove those walls on the side of paths and make it a bit more flat. The straight sidelines arent an issue (after all, it at least increases sniper effectivity and doesnt harm other classes).

    * Have alternative spawnplaces. Alternative spawnplaces means that an enemy doesnt allways exactly drop down on the exact same spot. for this you could use the side of the building as one exit and the wall next to the building as another one.

    * Stop using alot of fences unless the sightline is realy required. These sightlines make it too easy to predict enemies.

    I know this would break the exact copy part of the image. But for gameplay i dont see an other choise. If it would remain this way i wouldnt play it again. I however see alot of potential in improving.

    _(im aware the layout is messed. the extra lines were the only way to make it work)_

    7.8

    • Win x 2
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    The Knifosaurus avatar
    Mantra
    The Knifosaurus
  • 5y
    Firefly86 avatar
    Firefly86 Offline
    Member Joined 5y
    > **Posted by DomenicoFTW**

    > > **Posted by Firefly86**
    >
    > > Tank spawns directly at the bomb drop point.. falls inside.. bam. wave lost.
    >
    > Are you using a custom pop or a pop from a different map? The included pop tells the tank where to spawn. If you wish to use a different pop make sure every tank spawn has this line:
    >
    > StartingPathTrackNode "tank_path_a_1"
    >
    > otherwise, that’ll happen.

    MAN!! THX SO MUCH!! I am trying to set up a custom mvm server.. but i have still problems to load the right popfiles automatically.. Tank is running perfectly. thx
    Bananite
  • 5y
    DomenicoFTW avatar
    Member Joined 7y
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    > **Posted by Firefly86**

    > Tank spawns directly at the bomb drop point.. falls inside.. bam. wave lost.

    Are you using a custom pop or a pop from a different map? The included pop tells the tank where to spawn. If you wish to use a different pop make sure every tank spawn has this line:

    StartingPathTrackNode "tank_path_a_1"

    otherwise, that’ll happen.
    pony
  • 5y
    Firefly86 avatar
    Firefly86 Offline
    Member Joined 5y
    Tank spawns directly at the bomb drop point.. falls inside.. bam. wave lost.
    Bananite
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Domenico

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Version
3

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6
Development State
Beta

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15
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18,871
Downloads
7,140
Total Downloads
7,140
Date Added
5y
Date Modified
5y

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78 bScore
9.7 Rating
7.8 Critic

14 voters

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