Difference between revisions of "Creep Mode"
GrampaSwood (talk | contribs) m (mc) |
BrazilianNut (talk | contribs) m |
||
Line 2: | Line 2: | ||
{{Quotation|'''The Sniper'''|You are a creepy, mute little bugger, ain't ya?|sound=Sniper DominationPyro01.wav}} | {{Quotation|'''The Sniper'''|You are a creepy, mute little bugger, ain't ya?|sound=Sniper DominationPyro01.wav}} | ||
− | '''Creep Mode''' is an unfinished game mode<ref>game\server\tf\bot\tf_bot_manager.cpp:L167-279</ref> that appears to be a predecessor of [[Mann vs. Machine]]. It is based on [[Dota 2]]'s idea of "creeps" and "creep waves": groups of hostile creatures that must be killed by players in order to progress and obtain experience points. This | + | '''Creep Mode''' is an unfinished game mode<ref>game\server\tf\bot\tf_bot_manager.cpp:L167-279</ref> that appears to be a predecessor of [[Mann vs. Machine]]. It is based on ''[[Dota 2]]'''s idea of "creeps" and "creep waves": groups of hostile creatures that must be killed by players in order to progress and obtain experience points. This game mode was in development from 2010<ref>game\server\tf\bot\behavior\scenario\creep_wave\tf_bot_creep_wave.cpp:L4</ref> until an unknown year, likely before work began on MvM. In order for one of the teams to win, all creep waves must be defeated.<ref>game\server\tf\bot\tf_bot_manager.cpp:L183</ref> |
== Mechanics == | == Mechanics == | ||
− | Little information is known about this | + | Little information is known about this game mode. It worked with {{botignore|control points}} of some kind.<ref>game\shared\tf\tf_gamerules.cpp:L16314</ref>. "Creep waves" are the core of this game mode, there were 3 waves at 30-second intervals, and an initial 30-second delay.<ref>game\server\tf\bot\tf_bot_manager.cpp:L168-170</ref>. A levelling system is also present, killing 6 creeps would level the player up.<ref>game\server\tf\bot\tf_bot_manager.cpp:L172</ref> There's a simple infomation system that could print on a screen who killed creep, what team they're on, the current level of the team, and how many experience points need to reach the next level.<ref>game\server\tf\bot\tf_bot_manager.cpp:L254-279</ref> |
== Creeps == | == Creeps == | ||
− | The {{botignore|control points}} could ''only'' be captured<ref>game\shared\tf\tf_gamerules.cpp:L17501</ref> or defended by creeps. The creeps use the Heavy Robot model<ref>game\server\tf\bot\behavior\scenario\creep_wave\tf_bot_creep_wave.cpp:L63</ref> wearing a [[Cheater's Lament]]<ref>game\server\tf\bot\tf_bot_manager.cpp:L249. Referred to as ''Honest Halo''.</ref>, possibly as a placeholder, and | + | The {{botignore|control points}} could ''only'' be captured<ref>game\shared\tf\tf_gamerules.cpp:L17501</ref> or defended by creeps. The creeps use the Heavy Robot model<ref>game\server\tf\bot\behavior\scenario\creep_wave\tf_bot_creep_wave.cpp:L63</ref> wearing a [[Cheater's Lament]]<ref>game\server\tf\bot\tf_bot_manager.cpp:L249. Referred to as ''Honest Halo''.</ref>, possibly as a placeholder, and cannot deal crit damage, similar to MvM bots.<ref>game\shared\tf\tf_weaponbase.cpp:L4161-4184</ref> |
Creeps would use [[Fists|melee weapons]], beeline towards enemy targets, as well as [[Glossary of player terms#Juke|juking]] and dodging in order to avoid interpenetration.<ref>game\server\tf\bot\behavior\scenario\creep_wave\tf_bot_creep_wave.cpp<br>L205-232</ref>. Creeps would run in a "creep wave" towards the next available control point to capture it, but have the ability to detect players within 250 [[Hammer Units]] and lose players beyond 300 HU.<ref>game\server\tf\bot\behavior\scenario\creep_wave\tf_bot_creep_wave.cpp:L3, L16-17</ref> If there is a closer player, that player will be targeted instead.<ref>game\server\tf\bot\behavior\scenario\creep_wave\tf_bot_creep_wave.cpp:L191-202</ref>. | Creeps would use [[Fists|melee weapons]], beeline towards enemy targets, as well as [[Glossary of player terms#Juke|juking]] and dodging in order to avoid interpenetration.<ref>game\server\tf\bot\behavior\scenario\creep_wave\tf_bot_creep_wave.cpp<br>L205-232</ref>. Creeps would run in a "creep wave" towards the next available control point to capture it, but have the ability to detect players within 250 [[Hammer Units]] and lose players beyond 300 HU.<ref>game\server\tf\bot\behavior\scenario\creep_wave\tf_bot_creep_wave.cpp:L3, L16-17</ref> If there is a closer player, that player will be targeted instead.<ref>game\server\tf\bot\behavior\scenario\creep_wave\tf_bot_creep_wave.cpp:L191-202</ref>. |
Revision as of 23:03, 6 May 2024
“Ok guys, bad news: we lost that last one.” This article documents experimental content for Team Fortress 2. It may contain speculation, broken links or errors. |
“ | You are a creepy, mute little bugger, ain't ya?
Click to listen
— The Sniper
|
” |
'Creep Mode is an unfinished game mode[1] that appears to be a predecessor of Mann vs. Machine. It is based on Dota 2s idea of "creeps" and "creep waves": groups of hostile creatures that must be killed by players in order to progress and obtain experience points. This game mode was in development from 2010[2] until an unknown year, likely before work began on MvM. In order for one of the teams to win, all creep waves must be defeated.[3]
Contents
Mechanics
Little information is known about this game mode. It worked with control points of some kind.[4]. "Creep waves" are the core of this game mode, there were 3 waves at 30-second intervals, and an initial 30-second delay.[5]. A levelling system is also present, killing 6 creeps would level the player up.[6] There's a simple infomation system that could print on a screen who killed creep, what team they're on, the current level of the team, and how many experience points need to reach the next level.[7]
Creeps
The control points could only be captured[8] or defended by creeps. The creeps use the Heavy Robot model[9] wearing a Cheater's Lament[10], possibly as a placeholder, and cannot deal crit damage, similar to MvM bots.[11]
Creeps would use melee weapons, beeline towards enemy targets, as well as juking and dodging in order to avoid interpenetration.[12]. Creeps would run in a "creep wave" towards the next available control point to capture it, but have the ability to detect players within 250 Hammer Units and lose players beyond 300 HU.[13] If there is a closer player, that player will be targeted instead.[14].
Creeps would occasionally say voice lines, such as upon killing or losing a target.[15].
See also
References
- ↑ game\server\tf\bot\tf_bot_manager.cpp:L167-279
- ↑ game\server\tf\bot\behavior\scenario\creep_wave\tf_bot_creep_wave.cpp:L4
- ↑ game\server\tf\bot\tf_bot_manager.cpp:L183
- ↑ game\shared\tf\tf_gamerules.cpp:L16314
- ↑ game\server\tf\bot\tf_bot_manager.cpp:L168-170
- ↑ game\server\tf\bot\tf_bot_manager.cpp:L172
- ↑ game\server\tf\bot\tf_bot_manager.cpp:L254-279
- ↑ game\shared\tf\tf_gamerules.cpp:L17501
- ↑ game\server\tf\bot\behavior\scenario\creep_wave\tf_bot_creep_wave.cpp:L63
- ↑ game\server\tf\bot\tf_bot_manager.cpp:L249. Referred to as Honest Halo.
- ↑ game\shared\tf\tf_weaponbase.cpp:L4161-4184
- ↑ game\server\tf\bot\behavior\scenario\creep_wave\tf_bot_creep_wave.cpp
L205-232 - ↑ game\server\tf\bot\behavior\scenario\creep_wave\tf_bot_creep_wave.cpp:L3, L16-17
- ↑ game\server\tf\bot\behavior\scenario\creep_wave\tf_bot_creep_wave.cpp:L191-202
- ↑ game\server\tf\bot\behavior\scenario\creep_wave\tf_bot_creep_wave.cpp:L178-189
|