Difference between revisions of "Creep Mode"

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(Creep Mode article stub)
 
(A little more information about Creep Mode)
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{{beta|experimental}}
 
{{beta|experimental}}
{{stub|Information about various intervals and capture logic. It is already in article code, but should be checked first.}}
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{{stub|}}
 
Creep Mode is unfinished game mode found in source game files that supposedly was another, along with Raid Mode, predecessor of Mann vs Machine game mode. It is based on DotA2 ideas of "creeps" and "creep waves" - groups of hostile creatures that must be killed by players in order to progress and obtain XP (experience) points. Creep Mode has been developed approximately from early 2010 to early 2011, and just like Raid Mode, it was replaced by, or evoluted into Mann vs Machine game mode approximately in April-May 2011.
 
Creep Mode is unfinished game mode found in source game files that supposedly was another, along with Raid Mode, predecessor of Mann vs Machine game mode. It is based on DotA2 ideas of "creeps" and "creep waves" - groups of hostile creatures that must be killed by players in order to progress and obtain XP (experience) points. Creep Mode has been developed approximately from early 2010 to early 2011, and just like Raid Mode, it was replaced by, or evoluted into Mann vs Machine game mode approximately in April-May 2011.
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A little of information can be found about this game mode. Control points are mentioned several times in source code, so this game mode was mostly likely based on Control Point (CP) game mode. The points could be captured, defended or influenced only by creeps. "Creep waves" are the core of this game mode, there were 3 waves which performed with 30-second intervals, and initial 30-second delay interval is also mentioned. The bots were intended to use Heavy Robot models, and couldn't deal crit damage. The levelling system also presents, killing 6 creeps would level up the player.
  
 
<!-- this is a thing or two about this mode in source game file, but clarification is still nedeed
 
<!-- this is a thing or two about this mode in source game file, but clarification is still nedeed
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3. game\shared\tf\tf_gamerules.cpp:L842
 
3. game\shared\tf\tf_gamerules.cpp:L842
  
ConVar tf_creep_wave_player_respawn_time( "tf_creep_wave_player_respawn_time", "10", FCVAR_REPLICATED | FCVAR_NOTIFY | FCVAR_CHEAT, "How long it takes for a player to respawn with his team after death." );
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ConVar tf_creep_wave_player_respawn_time( "tf_creep_wave_player_respawn_time", "10", FCVAR_REPLICATED | FCVAR_NOTIFY | FCVAR_CHEAT, "How long it takes for a player to respawn with his team after death." ) (is this even worth to be mentioned?);
  
 
4. game\shared\tf\tf_weaponbase.cpp:L4161-4184
 
4. game\shared\tf\tf_weaponbase.cpp:L4161-4184

Revision as of 18:11, 21 December 2021

Creep Mode is unfinished game mode found in source game files that supposedly was another, along with Raid Mode, predecessor of Mann vs Machine game mode. It is based on DotA2 ideas of "creeps" and "creep waves" - groups of hostile creatures that must be killed by players in order to progress and obtain XP (experience) points. Creep Mode has been developed approximately from early 2010 to early 2011, and just like Raid Mode, it was replaced by, or evoluted into Mann vs Machine game mode approximately in April-May 2011.

A little of information can be found about this game mode. Control points are mentioned several times in source code, so this game mode was mostly likely based on Control Point (CP) game mode. The points could be captured, defended or influenced only by creeps. "Creep waves" are the core of this game mode, there were 3 waves which performed with 30-second intervals, and initial 30-second delay interval is also mentioned. The bots were intended to use Heavy Robot models, and couldn't deal crit damage. The levelling system also presents, killing 6 creeps would level up the player.