1. Post #1
    I am a very friendly person!
    AbeX300's Avatar
    January 2012
    8,338 Posts
    [table=align:center][tr][td]
    [h2]Changelog[/h2][/td][/tr][/table]

    Do you enjoy playing Mann vs. Machine? Have you ever gotten bored of playing the same missions over and over again, until Valve's Expert missions become a breeze for you? Not a problem! Here in the Custom Mission Megathread, you'll find new missions and new maps for Mann vs. Machine, so you'll always have something fresh to play with! This is also the place to go to if you're working on custom missions/maps; you're free to present them to other people have them be able to play/test your work. So come on in!

    [table=align:center][tr][td]
    As you can guess, this is the section for checking out what missions have been made.
    Some might be a work in progress, so be wary of missions that seem way off,
    whether it be the stupidly easy/hard difficulty, or several bugs.
    Feel free to PM me a mission, post it here, or post it in our group,
    and I'll be sure to include it![/td][/tr][/table]

    [table="class:grid, width:1000, align:center"]
    [tr][td][h2]Multiplayer Missions[/h2][/td][/tr]
    [tr][td]Your standard missions designed to be played by four to six players (depending on their skill!).[/td][/tr]
    [tr][td]LittleBigWorks
    Description: A 5-wave campaign that is set upon waves of small bots, with each wave integrating larger and larger bots as time goes on.
    Map(s): Mannworks
    Waves: 5
    Created by: Gamemaster1379

    Coaltown Highlander
    Description: A 9-wave mission, each wave concentrating on a single class until the final wave, where giant versions of all the previous bots will attack you. Engineer not included.
    Map(s): Coaltown
    Waves: 9
    Created by: Gamemaster1379

    Mannworks "Super Hard Mode"
    Description: By the title, an immensely hard mission for Mannworks.
    Map(s): Mannworks
    Waves: 3
    Created by: Unknown

    Mannworks Garden War
    Description: Somebody pissed off the gnomes living near Mannworks, and they're getting out their gardening tools and gnome-bots to destroy you. (Special guest: Harry Einfield)
    Map(s): Mannworks
    Waves: 5
    Created by: AkujiTheSniper and Roflman [sup](Assistance)[/sup]

    Sleepy Coaltown
    Description: 6 waves of slaughter. You'll have new mobs that'll put you to the test. More info in the link.
    Map(s): Coaltown
    Waves: 6
    Created by: SleepyAl

    The Survival Pack
    Description: Survival Mode is finally here! Enjoy both Objective and Objectiveless modes of ever-increasing-difficulty hordes of robots. From normal bots to tanks every 5 minutes, how long can YOU last? Now includes all maps.
    Map(s): Coaltown, Decoy, Mannworks
    Waves: 1 (All Missions)
    Created by: solid_jake and Pillory [sup](Made the bots and fixed some shit)[/sup]

    Strange Experience
    Description: You'll be fighting special mobs like the Gas Jockeys and the Croc-O-Style Snipers. There'll be different loadouts each wave, too, bound to surprise you.
    Map(s): Decoy
    Waves: 8
    Created by: Mario6493

    Christmas Attack
    Description: It was the night before Christmas, and all the robot elves were here. Can you fight them off before Santa appears (and kick his ass, too)?
    Map(s): N/A (No Specified Map)
    Waves: 6
    Created by: ZnT00

    Mechanical Menace
    Description: A 10-wave mission filled with custom bots. Fight Indians, mobsters, aliens, and even Notch. Go ahead and beat the crap out of him for taking so much vacations.
    Map(s): Decoy
    Waves: 10
    Created by: OluapPlayer

    Robotic Punishment
    Description: A 6-wave mission of custom robots. Features Sniper-Medics, Skullcutter Knights, and Heavies with luscious smooth hair. Delicious!
    Map(s): Mannworks
    Waves: 6
    Created by: OluapPlayer

    Kurwa
    Description: IS THIS WHAT YOU WANTED WHEN YOU BITCHED ABOUT THINGS BEING TOO EASY, YOU FUCK? ARE YOU HAPPY NOW? DO YOU FEEL FULFILLED?! (Note: This isn't a serious mission at all)
    Map(s): N/A (No Specified Map)
    Waves: 6
    Created By: Appelflap64

    1001 Demoknights
    Description: A mission filled with different types of Demoknights. Fight hordes of drunk, blade-wielding Demomen charging at you until the inevitable boss fight.
    Map(s): Decoy
    Waves: 7
    Created by: OluapPlayer

    Manndarin Advanced
    Description: An extremely hard mission in Manndarin, filled with themed enemies, a mid-boss, and then a final boss that'll keep you thinking about killing yourself. (6 Players Recommended)
    Map(s): Manndarin (Custom Map)
    Waves: 8
    Created by: GeosusTFoxworth

    Robogeddon
    Description: A custom Mannworks mission that's difficult in essence. (6 Players Recommended)
    Map(s): Mannworks
    Waves: 6
    Created by: Sergeant_Toni

    Robocalypse
    Description: A Coaltown custom mission that's true to its name. Can you survive the Robocalypse? (6 Players Recommended)
    Map(s): Coaltown
    Waves: 7
    Created by: Sergeant_Toni

    Roblivion
    Description: A Decoy mission that asks the question if you're truly a masochist. (6 Players Recommended)
    Map(s): Decoy
    Waves: 7
    Created by: Sergeant_Toni

    A Real Boss
    Description: What, you didn't think they were acting on their own, did you? Face off the robotic bosses in a spiritual boss rush!
    Map(s): N/A (No Specified Map)
    Waves: 3
    Created by: RandomSpy

    Metallic Uproar
    Description: Fight miniature versions of Rapid-Fire Soldiers, Jarate Masters, cleaver-throwing Scouts and even MERASMUS (or at least a robot who thinks he's Merasmus) on Big Rock!
    Map(s): Big Rock
    Waves: 7
    Created by: OluapPlayer

    A Single Boss
    Description: Another boss rush. Do you have what it takes to fight off the advanced horde?
    Map(s): N/A (No Specified Map)
    Waves: 9
    Created by: Bitl

    1337 0B07$
    Description: A very long and hard wave; 20 waves of robot murder and destruction! (6 Players Recommended)
    Map(s): Bigrock
    Waves: 20
    Created by: LondierX

    The Iron Mann
    Description: Fight through 20 waves of knights, aliens, mobsters, pirates, hobos, Space Marines, robot human, tanks, bushmen, noobs, angry traders, and more, until the final boss rush. Requires AbeX300's Vaccinator Medic icons (See: Resources). (6 Players Recommended)
    Map(s): Bigrock
    Waves: 20
    Created by: Robot Shark

    Manndarin Climax
    Description: There are more robots, and each wave will just get harder than the last. Can you protect the facility?
    Map(s): Manndarin
    Waves: 8
    Created by: TheSniper

    Street Of Machine
    Description: A short, difficult mission for Coaltown. Spies, knights, and more!
    Map(s): Coaltown
    Waves: 4
    Created by: TheSniper

    Triad Robots |PATCH|
    Description: The robots want to destroy the Decoy with their Chinese triad weapons! Stop them!
    Map(s): Decoy
    Waves: 8
    Created by: Randomspy

    Destructive Doomers
    Description: Megaman-esque mission, featuring waves backed by a robot master, boss rush, and finale. Mr. Mann, I'll be taking your precious robots!
    Map(s): Decoy
    Waves: 11
    Created by: LondierX

    Doom of Coaltown (ALTERNATIVE)
    Description: A custom mission for Coaltown Event. See if you can fight off the undead scourge, once more!
    Map(s): Coaltown Event (Original), Coaltown (Alternative)
    Waves: 11 (All)
    Created by: TheSniper

    Halloween Bosses
    Description: A boss rush on Coaltown Event, but this time, they're Halloween-themed. Spooky!
    Map(s): Coaltown Event
    Waves: 5
    Created by: RandomSpy

    History
    Description: ...To left, you can see the first time Valve introduced a straight-upgrade weapon, the Amputator, and to your right, ther-OH GOD, THE ROBOTS ARE AFTER US!
    Map(s): Bigrock
    Waves: 1
    Created by: Mario6493

    Coaltown Event Ironman
    Description: Saxton Hale helped defeat zombies. He worked on the Bothattan Project. A lot of people, including the professors at Mann Co., would call that being a hero.
    Map(s): Coaltown Event
    Waves: 4
    Created by: Nefos

    Degroot Keep Advanced
    Description: Was the first mission too easy for you, what with the buttload of cash and the weak robots? Never fear! Or rather, you should fear because this mission will kick your ass so far that you will travel back to the Prehistoric Age.
    Map(s): Degroot Keep (Custom Map)
    Waves: 5
    Created by: AbeX300

    Coaltown Survival
    Description: Pretty much as you would expect, survive as long as you can from the horde of robots, as they get progressively harder to fight! Currently in Alpha.
    Map(s): Coaltown
    Waves: 1
    Created by: TheSniper

    Metal Slug
    Description: Confirm the presence of Gray's Forces, and eliminate them with extreme prejudice! The mercenaries were quickly assembled as the initial members for this mission.
    Map(s): Coaltown
    Waves: 7
    Created by: Mario6493

    The One Robot That Tried to Take Coaltown
    Description: Every Mercenary down in Coaltown liked Mann vs. Machine a lot, but the Soldier who lived just North of Coaltown did not! The Soldier hated Mann vs. Machine! The whole Mann vs. Machine gamemode! Now, please don't ask why. Everyone knows the reason.
    Map(s): Coaltown
    Waves: 1
    Created by: LondierX

    Devastating Destroyers
    Description: "My devastating robots will destroy all challengers! Hah! You better have money!" -Gray Mann
    Map(s): Decoy
    Waves: 11
    Created by: LondierX

    The Big Update
    Description: Expecting an actual Valve update? Too bad, crits and gibs ahoy!
    Map(s): Coaltown
    Waves: 6
    Created by: TheSniper, RandomSpy [sup](Created idea for the Robin robot, and helped with the Attributes on it)[/sup], and AbeX300 [sup](Helped with the Robin's Attributes)[/sup]

    The Ventus Mission Pack
    Description: A packful of missions [sup](of course)[/sup] that Ventus can cuddle up in to become hotter than Venus! Now comes with two additional missions for two other maps to mix things up!
    Map(s): Ventus (Custom Map) (Most Missions), Degroot Keep (Custom Map) (Return of the King), Bigrock (Tourne)
    Waves: 6 (Normal), 6 (Intermediate/The French Havoc in Fishtown), 6 (Intermediate2), 6 (Advanced/Beach Fight), 7 (Advanced2/Trouble in Fishtown), 7 (Expert1), 7 (Expert2), 1 (Event), 7 (Return of the King), 7 (Tourne)
    Created by: TheSniper

    Decoy's Downfall
    Description: Listen up, men! The Decoy base is probably going to be lost and burned down after this, but we must try to NOT let that base get taken! Gray Mann is sending in some of his best robots, and even a few prototypes, so be on the ready!
    Map(s): Decoy
    Waves: 3
    Created by: LondierX

    Coaltown Catastrophe
    Description: Well men, we have saved the Coal Museum, but the war is not over! This battlefield is bigger, and there are pits, but now there are four levels of Hell, and the final Boss Rush is harder than ever. Now then, men, lets go and hold onto that base as long as we can!
    Map(s): Coaltown
    Waves: 4
    Created by: LondierX

    Mannworks Meltdown
    Description: Men! These robots are pissed and they're leading a Blitzkrieg on the Mannworks facility! Hundreds of robots are rushing us; we might have to say goodbye to this ol' quicklime facility as well, since Gray Mann severely made his robots overpowered. Damn, what's next, are they going to SAP our respawn systems?
    Map(s): Mannworks
    Waves: 3
    Created by: LondierX

    Decoy Combat
    Description: Hioh! Welcome, everybody, to Decoy Combat! I'm Jane Doe here to remind our fans in the stands the upper deck sections 500 to 535...hey, they're still under full robot alert! A Giant stole my baby! Hang onto your little ones, folks! Let's get started!
    Map(s): Decoy
    Waves: 9
    Created by: TheSniper

    Mannworks Boss
    Description: They are the new and improved Gray Mann robots, ready to annihilate everything on sight and marching towards the Mann Co. facilities. Time to show what Mann Co. is capable of.
    Map(s): Mannworks
    Waves: 1
    Created by: Nefos

    Class Rush Pack
    Description: So you like Team Fortress 2, right? Do you like the classes in this game? Well, you'll learn to hate them as you play these missions! So far, it only contains Scout, Soldier, and Pyro Rushes.
    Map(s): Bigrock
    Waves: 1 (All Missions)
    Created by: TheSniper

    2875
    Description: The numbers, Saxton... What do they mean?!
    Map(s): Isolation (Custom Map)
    Waves: 1
    Created by: TheSniper

    Coaltown Expert2
    Description: Finally, the Gray Co. store exported the Pyro species, "Chief Pyro"! [sup](GUESS WHAT IT DOES.)[/sup] Anyway, you still have time before he arrives, so get your ass up, collect the freakin' cash, and use it wisely! Will you be able to defend Mann Co. against a Pyro who's gonna send you to Hell? We'll see...
    Map(s): Coaltown
    Waves: 7
    Created by: TheSniper

    Endless Siege
    Description: Fight an endless wave of Indians, thugs, space marines, angry traders, samurai, walking tanks, vampires, and more! Be on the lookout for the Ultimate Robots, though...
    Map(s): Bigrock
    Waves: 1
    Created by: Robot Shark

    31-Wave Robo Edition
    Description: You see, you've pissed off Gray Mann so much with your destruction that he decided to send in the longest challenge yet! Be glad that this has an end to it, or you'd be screwed.
    Map(s): Mannworks
    Waves: 31
    Created by: TheSniper

    Crates
    Description: You believed him, but now you got keys to open these crates you got. He told you it was a bomb, and will destroy your backpack...but now you have robotic hats. You're mad. You're pissed off. And you want to give this traitor what he deserves. Just look; he is coming with his group of 150 Soldiers! Stock yourself up alongside your team, and fight the Evil Grandpa Soldier, who wanted you to delete the hats for no reason!
    Map(s): Mannworks
    Waves: 6
    Created by: TheSniper

    Harvest
    Description: Harvest the robots' money, before they harvest your lives!
    Map(s): Bigrock
    Waves: 6
    Created by: TheSniper

    Bigrock Giant
    Description: As the name implies, it's a mission consisting solely of giants (and some tanks). 9 waves and hundreds of giants to fight, of all classes (except the Spy). It's definitely fun for those who like a good challenge!
    Map(s): Bigrock
    Waves: 9
    Created by: Nefos

    Double Mania [COALTOWN] [DECOY] [MANNWORKS]
    Description: The fun has been doubled! (Or halved, depending on how good your team is.)
    Map(s): Coaltown, Decoy, Mannworks
    Waves: 6 (Coaltown), 8 (Decoy), 7 (Mannworks)
    Created by: Nefos

    Short Circuit
    Description: The robot hats sold like hotcakes. Now Gray has the money needed to raise an army of highly aggressive and powerful robots. Slaughter every last one of them! (Required: The Practical Class Icon Pack, Spycrab's Icon Pack)
    Map(s): Decoy
    Waves: 11
    Created by: Robot Shark[/td][/tr][/table]

    [table="class:grid, width:1000, align:center"]
    [tr][td][h2]Singleplayer Missions[/h2][/td][/tr]
    [tr][td]For the ones that can't find people willing to play missions with you, you can take the robots on by yourself![/td][/tr]
    [tr][td]The Solo Pack [MIRROR] [VPK ALTERNATIVE]
    Description: This takes Starbot, Ulcer, Lockjaw, and Medieval Grabbag solo missions and puts them in a pack for you. Just when you're drooling over that deal, he includes working Pyrovision for Mannworks. What are you waiting for?
    Map(s): Coaltown (Ulcer), Decoy (Medieval Grabbag, Starbot), Mannworks (Lockjaw)
    Waves: 4 (Lockjaw), 5 (Ulcer), 1 (Medieval Grabbag), 5 (Starbot)
    Created by: igotopinions, AbeX300 [sup](Mirror and VPK Alternative)[/sup], and LondierX [sup](Fixed Miniboss Robots)[/sup]

    Soloween |MIRROR|
    Description: A single-player mission for Halloween! Fulfill your zombie-killing fantasies by murdering the weak and slow!
    Map(s): Coaltown Event
    Waves: 1
    Created by: igotopinions

    Paranoia
    Description: There are Spies everywhere. This is intended as a solo fun mission, but you can have fun with it in, anyway. Just don't forget to watch your back. Literally, you might be behind you.
    Map(s): Mannworks
    Waves: 1 (All Missions)
    Created by: igotopinions

    Noname |MODIFIED FOR COALTOWN|
    Description: 4 waves of nonsense made in the Custom Wave Generator to fight against alone or with your friend. Someday I'll catch ol' no name... Also, Abe's a jerk for modifying it without permission.
    Map(s): N/A (No Specified Map on Original Version), Coaltown (On Modified Version)
    Waves: 4
    Created by: ZnT00 [sup](Original)[/sup] and AbeX300 [sup](Modified)[/sup]

    MannWorks Expert
    Description: The Expert mission from Mannworks converted to single-player for your bot-killing pleasure.
    Map(s): Mannworks
    Waves: 5
    Created by: AbeX300

    Coaltown Singleplayer Pack
    Description: A pack with all the Coaltown missions, redone for single-player. Enjoy being the only human in existence!
    Map(s): Coaltown (All Missions)
    Waves: 6 (Normal), 6 (Intermediate), 6 (Intermediate2), 7 (Advanced), 6 (Advanced2), 7 (Expert)
    Created by: AbeX300

    Degrootkeep Singleplayer
    Description: A single-player mission for Degroot Keep. Have thou what it takes to combat the mechanical menace alone?
    Map(s): Degroot Keep
    Waves: 5
    Created by: AbeX300

    Halloween Bosses (SOLO)
    Description: A boss rush on Coaltown Event, but this time, they're Halloween-themed. Spooky!
    Map(s): Coaltown Event
    Waves: 5
    Created by: RandomSpy [sup](Original Version)[/sup] and AbeX300 [sup](Modified for Solo)[/sup]

    You vs. Machine (Pack)
    Description: This pack contains a bunch of missions for Mann vs. Machine, designed to be tackled by a single player. Do you have what it takes to stop the robot horde...by yourself?
    Map(s): Coaltown (Charge, Onslaught), Decoy (Assault, Invasion), Mannworks (Rush, Surge), Bigrock (Blast, Collapse, Scout Challenge, Botbreaker)
    Waves: 5 (Blast), 5 (Charge), 7 (Collapse), 7 (Onslaught), 5 (Assault), 6 (Invasion), 4 (Rush), 6 (Surge), 9 (Scout Challenge), 9 (Botbreaker)
    Created by: NikDee

    Degroot Keep Advanced (SOLO)
    Description: Can't find five men brave enough to take on the brutal mission? Never fear, you can take on the mission by yourself (and probably completely annihiliate it as a Demoknight).
    Map(s): Degroot Keep (Custom Map)
    Waves: 5
    Created by: AbeX300

    Entourage
    Description: The malformed, fetal brother of the Solo Pack, now released for your enjoyment!
    Map(s): Bigrock
    Waves: 8
    Created by: igotopinions[/td][/tr][/table]

    [table=align:center][tr][td]
    Sure, there's quite a lot of custom missions! But what's good with just a
    few Valve maps? Not much, really, so have a list of custom maps you can download!
    If you have any maps you'd like to share in this list, just PM me it, post it in
    the thread, or post it in our group, and it'll be added to the list.[/td][/tr][/table]

    [table="class:grid, width:1000, align:center"]
    [tr][td]Example
    Description: An example map that was almost never seen by any man ever, now revealed here! See here on how it was gotten!
    Created by: Valve

    Fakeout
    Description: Mann Co. tried to trick the robots with another fake site. Can you defend the robot scourge again? Features it's own custom mission.
    Created by: Fillmore

    Degroot Keep
    Description: The classic Degroot Keep has been invaded by robots! Defend the castle from this futuristic invasion.
    Created by: Z00L

    Gateway
    Description: Fancy castles and wide open areas. Snipers are a particular nightmare here, so stick to cover.
    Created by: Ezekel

    Redbrier
    Description: An old missile silo lab thing is being attacked. The bots come from different flanks, so don't expect to hold 'em at one point the entire match.
    Created by: BrokenTripod

    Manndarin
    Description: Shoot many robots in this urban environment. Kong-King ain't got nothing on this one. (Might crash, but is playable; think of it like roulette.)
    Created by: tkellaway

    Diverge
    Description: A mining/railway facility is under attack. Utilize high ground to take them out in the trenches, or create an offensive line at the heart. (Bot spawns are a little broken; some bots might get stuck outside the map, requiring a restart)
    Created by: Skybex

    Monastery
    Description: Rain, sleet, snow, or shine, these robots won't stop for anything. See if those shivers-down-your-spine are from the cold or the imminent death.
    Created by: Gadget

    Badwater
    Description: The robots have found the Badwater facility! Stop them at once!
    Created by: Fillmore

    Isolation
    Description: Stranded in the middle of nowhere as the toughest Mother Hubbards in the world, you and your friends have to stand on your guard and protect your only home that keeps you warm from the cold!
    Created by: EArkham

    Ventus
    Description: Time and water weathers all stone. Long ago this seaside was a bot-free craggy cliff. But the nearby, the French fishing village was soon taken over by Saxton Hale as his primary source of fish to manufacture into Holy Mackerals by Mann Co. Gray mann is here to stop it! [sup](Now with 100% less alpine.)[/sup]
    Created by: Aly and yyler

    Sludge
    Description: This map takes place in a swamp. It seeks to screw with the spine-theory by making the robots use the same complex that the spine is part of.
    Created by: Behind You and Dr. Element

    Maelstorm
    Description: My my, you've been getting quite a lot of mail, lately. Your loved ones must've really missed you! [sup](Also, one of them contains a giant bomb that will completely wreck your base.)[/sup]
    Created by: PDT and Behind You

    Mannology / Plateau
    Description: Somewhere in the New Mexico desert, there's a pretty important pipeline. You know what's in those pipes? MONEY.
    Created by: Vaconcovat

    Atomgrad
    Description: The bots have taken everything. Our only hope is this aging Siberian launch site. Maybe we can nuke Bot HQ, or maybe we should just use it to leave this godforsaken planet.
    Created by: Languid

    Destruct
    Description: Gray Mann really wants to completely annihilate Mann Co., so he resorted to creating mean, destructive robots, and sending you and your mercenaries to your doom.
    Created by: woodx

    Power Plant
    Description: Saxton Hale has found out that, with enough time, the scientists can build nuclear bombs to demolish Gray Gravel Co., once and for all. Stop the robots before they foil the plan!
    Created by: Gadget

    Oilrig
    Description: Grey Mann has located one of Mann Co's top secret bases on a mid-ocean oilrig! You can be sure his eetsy beetsy teeny robots will be happy to burrow into our top secret hatch and blow up our top secre*bzzzt*
    Created by: Volcomator

    Buffalo Creek
    Description: Ever wondered why the Buffalo Steak Sandvich made you take more damage and restricted to your hands? Well you're certainly not going to find the answer here, you'll only find robots willing to murder you.
    Created by: WolfKit

    Hangtown
    Description: Don't leave your friends hanging, or else the robots will hang you! (By the neck.)
    Created by: Hunter McJesus

    Memorial
    Description: Its Shrieking Skulls will shock your soul!
    Created by: YM

    Sewer Invasion
    Description: What's Mann Co. doing down in the sewers? Hell if we know, but you must protect the Research Facility to prevent Gray from destroying the anti-robot weppons!
    Created by: s0da72

    Killing Fortress
    Description: A truly unique map Mann vs. Machine map, you have to hold onto your precious Intel or else you'll lose! Steal from the enemies if you don't have any Intels to hold!
    Created by: redmyclan

    Mann vs. Machine on Titan
    Description: Giant robots. Is all you need to know.
    Created by: redmyclan[/td][/tr][/table]

    [table=align:center][tr][td]
    Need a hand with making missions? Then you've come to the right section![/td][/tr][/table]

    [table="class:grid, width:1000, align:center"]
    [tr][td][h2]Videos[/h2][/td][/tr]
    [tr][td]
    A handy-dandy, long video that'll guide you through pretty much most of the things on making custom missions.[/td][/tr][/table]

    [table="class:grid, width:1000, align:center"]
    [tr][td][h2]Links[/h2][/td][/tr]
    [tr][td]Example .pop File: An example of the mission you're going to be editing to make custom waves. Some lists in the file aren't complete (i.e. doesn't mention Attributes UseBossHealthBar).
    Created By: Valve

    Steam Forums Tutorial: It'll explain some general things for you, and it is quite helpful.
    Created By: Bowtie

    Some Custom Bots
    Created By: Pillory

    Random Mission Generator: Generates a random mission everytime you download. Further explained inside.
    Created By: necrobard

    Attribute List: A long list of attributes. Intended for customizing weapons, but can also apply to the robots' CharacterAttributes.
    Created By: AbeX300

    [UNDER CONSTRUCTION]

    Wave Icons: A documentation of the default icons used to warn you what's up ahead in the current wave.
    Created By: Inigo Montoya

    Single-Player Formulator: Need to convert a mission into single-player, for the purpose of just that, or to be able to test-run the mission without needing anyone else? Then use this to quickly get the numbers you need for such purposes!
    Created By: AbeX300

    Custom Wave Generator: A handy online tool for making custom missions, with a colorful, yet complex layout! You can even test your missions onto their servers!
    Created By: Seskapile
    [sup]Note: In order to load missions onto their servers, you have to Login Through Steam, load a .pop file via Choose File then Load a pop file, click on Test, go onto one of their servers, go here, and click on Click here to test your pop files.[/sup]

    Mann vs. Machine Popfile Syntax Highlighting [MODIFIED]: Ever felt that everything was dull when editing popfiles, all in black and white? Not to worry! With this mod, any .pop file will be colorful and pleasing to your eyes!
    Created By: Deanykong [sup](Original Version)[/sup] and AbeX300 [sup](Modified Version)[/sup]

    The Practical Class Icon Pack [VPK ALTERNATIVE]: Ever wanted to warn your players that Pyros might not be such a good idea against the Vaccinator Medics? Do you want to prevent the top HUD from being cluttered? Are there superfast Scouts, both normal-sized and giant, but don't want to have it display as all of them being giants? Not a problem! With this pack, you can put all kinds of robots without having people be intiminated or confused by what's coming up!
    Created By: AbeX300, NeoDement, AkujiTheSniper
    [sup]Note: engineer_giant, heavy_deflector_giant, heavy_mittens_giant, heavy_steelfist_giant, medic_uber_giant, medic_vac, medic_vac_giant, medic_vac_bullet, medic_vac_bullet_giant, medic_vac_explosive, medic_vac_explosive_giant, medic_vac_fire, medic_vac_fire_giant, multiclass, multiclass_crit, multiclass_giant, scout_bat_giant, scout_bonk_giant, scout_fast, sniper_giant, sniper_bow_giant, sniper_jarate_giant, sniper_sydneysleeper_giant, soldier_crit_giant, soldier_spammer_giant, spy_giant[/sup]

    Enhanced Robots (Beta 2): Adds bodygroups to the bots. Also reshapes their heads slightly so they can wear way more hats and miscs without severe clipping. Also includes the option to replace the player models!
    Created By: NeoDement

    Spycrab's Icon Pack: Ever wanted to have Kritzkrieg Medics paired up with Heavies shooting rockets, or do you want to have a wave of "alien" Soldiers with those Manglers? With this pack, you can tell the players that they'll be no match for these roobts!
    Created by: Steam Spycrab
    [sup]Note: heavy_rocket, heavy_rocket_giant, heavy_rocket_crit, heavy_rocket_crit_giant, heavy_rocket_boss, medic_kritz, medic_kritz_giant, soldier_mangler, soldier_mangler_giant[/sup][/td][/tr][/table]

    [table="class:grid, width:1000, align:center"]
    [tr][td][h2]Tips[/h2][/td][/tr]
    [tr][td]Because you can never have enough help![/td][/tr]
    [tr][td][h2]General[/h2][/td][/tr]
    [tr][td]- It is HIGHLY recommended to use Notepad++ for editing .pop files.

    - To install missions, you have to place the .pop file(s) in "\steamapps\common\Team Fortress 2\tf\custom\<custom folder>\scripts\population".

    - Alternatively, for Mission Packs or missions that uses custom files like sounds or ClassIcons, you can either give them their own folder (like "tf\custom\nightmare_missionpack\"), or even create a .VPK for them (courtesy of the Emporium and GameBanana).

    - On maps where Medieval mode is enabled, robots will only be restricted to melee weapons, even if the Primary/Secondary weapon you're trying to give them is allowed in Medieval (i.e. Huntsman, Flying Guillotine).

    - Here's a list of options you can have when making missions. If there's anything missing from there, let me know.

    - Found a custom mission but doesn't tell you what map to use (i.e. mvm_superhardmission.pop)? Type in tf_mvm_popfile <popfile name> while in a Mann vs. Machine map, and it'll load the .pop file! You can also leave out the map name and just put in the mission name itself (not advised to do this if there are other missions with the same name).
    Ex: tf_mvm_popfile mvm_coaltown_loadexample OR tf_mvm_popfile loadexample[/td][/tr]
    [tr][td][h2]Missions[/h2][/td][/tr]
    [tr][td]- For Objective Missions like Spies and Sentry Busters, it's possible to use any class with them. (i.e. Medics with Crusader's Crossbow will snipe with Objective Sniper.)

    - It's possible to place random Sentries around the map. Though, it isn't advised to do so, as they will most likely crash upon firing. See here.[/td][/tr]
    [tr][td][h2]Robots[/h2][/td][/tr]
    [tr][td]- To change the robots' size, use Scale in the TFBot sections. The base scale is 1. They can go big enough that they won't be able to go through some paths. (Max Scale Limits: x1.75 (Coaltown, Decoy), x1.8 (Mannworks), x1.9 (Bigrock))

    - When adding items to the robots, the name must be the same as in the schema. (i.e. Hat of Undeniable Wealth and Respect -> Treasure Hat 3)

    - When a robot has Attributes Miniboss, the Head cosmetics do not scale with the shrunken head, so some cosmetics may appear to float above its head.

    - CharacterAttributes applies its attributes to all of the robot's items. (i.e. "attach particle effect" will attach a particle effect to all of the items, and "damage bonus" will change the damage on all of the weapons.)

    - Considering the different models on the robots, some cosmetics may clip (horribly). (i.e. Villain's Veil will clip with the Sniper).

    - Cosmetics that are meant to remove bodygroups (such as the Scout's hat and headpiece, and the Soldier's helmet) will clip horribly. The Pyro's head is the one exception.

    - To prevent Demomen with Loose Cannon from suiciding, add "grenade launcher mortar mode" -2 to its CharacterAttributes.

    - To prevent Soldiers with Beggar's Bazooka from suiciding, add "can overload" -1 to its CharacterAttributes. To make the Soldier properly fire, add "auto fires full clip" -1 to its CharacterAttributes, and add Attributes HoldFireUntilFullReload to the robot.[/td][/tr]
    [tr][td][h2]Tanks[/h2][/td][/tr]
    [tr][td]- Speed is based on hammer units per second (HU/s). For example, setting the speed at 110 will make the Tank go as fast as a revved Heavy. See here for a HU/s reference (hover over the numbers to see them).

    - Attempting to add anything you would add to robots (with the exception of Health) will break the Tank. (i.e. Trying to add Item "The Brass Beast" will break it.)[/td][/tr][/table]

    [table="class:grid, width:1000, align:center"]
    [tr][td][h2]Credits[/h2][/td][/tr]
    [tr][td]TheEyes: Initial idea.

    solid_jake: Listed the majority of the maps, missions, and resources in the previous megathread.

    BY: Created the Steam Group for the megathread.

    Mission/Map Makers: For doing just that; making the missions and/or maps. We need more people like them.[/td][/tr][/table]

    [table=align:center][tr][td]Come join our group, today!
    Click on the image below to enter its page.

    [/td][/tr][/table]
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  2. Post #2
    Gold Member
    Dr. Doughnut's Avatar
    January 2012
    2,243 Posts
    Davidzd.com (The custom wave generator) seems to be down.
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  3. Post #3

    February 2013
    552 Posts
    Amazing list and i like how you write a number for how many waves it has.Thank you will give the link for the second generator soon and the mission
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  4. Post #4
    BY
    BY's Avatar
    January 2012
    267 Posts
    Davidzd.com (The custom wave generator) seems to be down.
    Writing popfiles from scratch is manlier anyway.
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  5. Post #5
    Mario6493's Avatar
    February 2012
    338 Posts
    My History mission is missing from the list. Can you add it?

    Also, I found a way to hide bots from the "wave preview" thing on top of the screen!
    If you make a bot a supporter and make it use a certain icon, all other bots using the same icon will be "grouped" under support, effectively hiding them!
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  6. Post #6
    RandomSpy's Avatar
    September 2012
    632 Posts
    You should add the Solo halloween bosses near the normal one.

    Edited:

    Also, you should remove the missions which were not made in the mecha update, because most of missions dont "work" anymore after that

  7. Post #7

    February 2013
    552 Posts
    If i could work whit scratch i would make missions there but for now i work whit a generator and editing the rest whit notepad

  8. Post #8
    I am a very friendly person!
    AbeX300's Avatar
    January 2012
    8,338 Posts
    Code:
    v2.0.1
     - Added the following maps:
      - Isolation
      - Ventus
      - Sludge
      - Maelstorm
      - Plateau
      - Atomgrad
      - Destruct
    
     - Added the mission 'History' (by Mario6493).
    By the way, BY suggested me to include the TF2Map MvM Contestants to the Map List, and I thought, why not, lets do it!
    [sup]I'm also so sorry for some of the crappy descriptions I've made.[/sup]

    Edit: Undocument Changes: Added Solo version of Halloween Bosses.

  9. Post #9

    February 2013
    552 Posts
    Hm...i remember the, think about make some Missions for them maps

  10. Post #10
    Gold Member
    solid_jake's Avatar
    November 2007
    13,953 Posts
    Looks great Abe
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  11. Post #11
    I am a very friendly person!
    AbeX300's Avatar
    January 2012
    8,338 Posts
    Code:
    v2.0.2
     - Splitted the Mission section into two parts:
      - Multiplayer Missions
      - Singleplayer Missions
      - Thanks to this man for suggesting it!
        http://steamcommunity.com/id/Remi09/
    
     - Fixed link for the mission 'History'.

  12. Post #12
    Gold Member
    Hell-met's Avatar
    April 2009
    11,482 Posts
    what happens if you make a sniper or an engineer active (non-support) and they grab the bomb?

    I'm thinking the sniper can't scope and can't shoot, and the engineer can shoot but deals no damage.

  13. Post #13
    I am a very friendly person!
    AbeX300's Avatar
    January 2012
    8,338 Posts
    what happens if you make a sniper or an engineer active (non-support) and they grab the bomb?

    I'm thinking the sniper can't scope and can't shoot, and the engineer can shoot but deals no damage.
    If I recall, Engineers do not move from their spawn whatsoever if you tried to make them not have a mission apply to them.

    Also:

    Code:
    v2.0.2.5
     - Added the mission pack 'You vs. Machine' (by NikDee).
    The next step I'm thinking about doing is adding a Difficulty tag on the missions. But the problem is, how are we to determine what difficulties they actually are?
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  14. Post #14
    TwoYearLurker's Avatar
    November 2012
    1,428 Posts
    what happens if you make a sniper or an engineer active (non-support) and they grab the bomb?

    I'm thinking the sniper can't scope and can't shoot, and the engineer can shoot but deals no damage.
    snipers are utterly incapable of using their rifles when they're not given the sniper mission, so yes
    if they're using something other than a sniper rifle, though, they'll pick it up and still attack like any other robot would

    engineers are funny. their ai completely overrides the "walk to the bomb hatch" ai, so they just walk back over to their desired build spot and turtle it like they would if they didn't have the bomb.
    the only difference is that bomb carrying engies try to defend themselves with their active weapon, but they're inaccurate as butts and if you destroy one of their buildings they'll just pull out a toolbox and go back to completely disregarding players again
    also holding the bomb renders them unable to crouch for some reason
    i don't get it either
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  15. Post #15
    RandomSpy's Avatar
    September 2012
    632 Posts
    It would be better if every giant had UseBossHealthBar (on valve missions)

    Edited:

    Some questions
    Has anyone made a Robin robot in a wave? (valve rocket launcher)
    Is it possible to add conds to bots? (addcond)

  16. Post #16
    Nefos's Avatar
    March 2013
    21 Posts
    Well, no one give attention last time, but I'm gonna post it again anyways.

    Here's my mission: Coaltown Event Ironman
    http://www.4shared.com/file/78xcz0at...t_ironman.html

    It's very long, some customized robots, some not. Cool warning sounds, challenging, whatever.
    Thanks

    Edit: Some images



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  17. Post #17
    NikDee's Avatar
    March 2013
    95 Posts
    Is it me, or does the CharacterAttribute "attach particle effect" attach it to both the robot and the weapon they're holding?
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  18. Post #18
    RandomSpy's Avatar
    September 2012
    632 Posts
    Well, no one give attention last time, but I'm gonna post it again anyways.

    Here's my mission: Coaltown Event Ironman
    http://www.4shared.com/file/78xcz0at...t_ironman.html

    It's very long, some customized robots, some not. Cool warning sounds, challenging, whatever.
    Thanks
    Didin't robot shark make that mission?

  19. Post #19
    Nefos's Avatar
    March 2013
    21 Posts
    Didin't robot shark make that mission?
    Dunno. I could change the name to a less generic one and save the trouble...

    Edit: It seems his mission is called Iron Mann, so technically it's not the same (and it's on bigrock).

  20. Post #20
    RandomSpy's Avatar
    September 2012
    632 Posts
    Dunno. I could change the name to a less generic one and save the trouble...

    Edit: It seems his mission is called Iron Mann, so technically it's not the same (and it's on bigrock).
    Oh. Okay then.

  21. Post #21
    BY
    BY's Avatar
    January 2012
    267 Posts
    Is it me, or does the CharacterAttribute "attach particle effect" attach it to both the robot and the weapon they're holding?
    Try "attach particle effect static"

  22. Post #22

    February 2013
    552 Posts
    Here are 2 new Missions for the Map Ventus normally they are called Advanced 1 and 2 but for you i maked a name for them

    https://www.dropbox.com/s/jwz956stcy...BeachFight.pop
    This is Beach Fight.It contains normal Robots and simple Giants not hard just advanced

    https://www.dropbox.com/s/fo4oeqzadu...inFishTown.pop
    The Second one i made its Trouble in Fish Town.Robots just wanna stop that Hale makes Fishes so they wanna destroy the Facility stop them and you get a Fish.Contains Robots like the other one
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  23. Post #23
    I am a very friendly person!
    AbeX300's Avatar
    January 2012
    8,338 Posts
    Is it me, or does the CharacterAttribute "attach particle effect" attach it to both the robot and the weapon they're holding?
    The attribute does do that, and I don't think there's a way to prevent that. Not even by "attach particle effect static".

    Also:

    Code:
    v2.0.3
     - Added "Map(s)" tag in the Missions section.
     - Minor text corrections.
     - Added Mirror for the mission pack 'The Solo Pack'.
     - Added General Tip regarding to loading missions without specified maps.
     - Added the following missions:
      - Coaltown Event Ironman
      - Beach Fight
      - Trouble in Fish Town
      - Degroot Keep Advanced (+ Solo Version)
    The reason why I use the (s) for Map(s), and not for Waves, is that in general, what you'll be getting from a download link is one mission (or a few), with several waves, meant for one map.

  24. Post #24
    ysd64's Avatar
    October 2012
    531 Posts
    -snip-

  25. Post #25
    I am a very friendly person!
    AbeX300's Avatar
    January 2012
    8,338 Posts
    Code:
    v2.0.3.5
     - Added a new link in the Resources section.
     - Increased font size on the Mission subsections.
    Thanks, TheSniper, for the alternative Wave Generator!

    And it actually looks like it would be really handy in testing out multiplayer missions...but for me, it's just not working. You have to sign in through Steam, first, then choose a .pop file you want to use, then load it. I can do that fine.

    But then you have to go onto one of their servers, have HTML MotD enabled, sign in through Steam again, and choose the .pop file. Problem is for me is that the "Sign in through Steam" button doesn't work.

  26. Post #26

    February 2013
    552 Posts
    Code:
    v2.0.3.5
     - Added a new link in the Resources section.
     - Increased font size on the Mission subsections.
    Thanks, TheSniper, for the alternative Wave Generator!

    And it actually looks like it would be really handy in testing out multiplayer missions...but for me, it's just not working. You have to sign in through Steam, first, then choose a .pop file you want to use, then load it. I can do that fine.

    But then you have to go onto one of their servers, have HTML MotD enabled, sign in through Steam again, and choose the .pop file. Problem is for me is that the "Sign in through Steam" button doesn't work.
    No Problem

    also i don't really have to sign in through Steam and all other i just create it generate it and test it on my one Server
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  27. Post #27
    I am a very friendly person!
    AbeX300's Avatar
    January 2012
    8,338 Posts
    -snip-

  28. Post #28

    February 2013
    552 Posts
    For reall i never tried this way for test or play them there and when i try i use Google Chrome and it ask me if i wanna use my Steam Account i am logged in and..it works....it don't lets me loggin whit any other Browser i use..

  29. Post #29
    I am a very friendly person!
    AbeX300's Avatar
    January 2012
    8,338 Posts
    By the way, just to answer some questions:

    Has anyone made a Robin robot in a wave? (valve rocket launcher)
    Is it possible to add conds to bots? (addcond)
    #1) Who knows. Maybe someone's made a mission not in FacePunch that has that.

    #2) Via console, yes. Via editing the mission itself, no. (Unless you want to count the AlwaysCrit and DefensiveHighBuff bot attributes as that.)

  30. Post #30

    February 2013
    552 Posts
    Anyway AbeX there are some Features i should tell about the Second Generator..
    1:If you press F1 and your Mouse is over something it, a Box will appear whit a simple text telling you what this do's.
    2:If you want a Bot have more then 1 Attribute hold Strg and select the other ones.
    3:Click Save if you wanna save the Currenty Mission and select Load if you want to load it Attention:If you save a second Mission it will override the old one.
    4:Use the Filter Option right and type the Attribute you want to find, this makes it much easier then scrolling the whole thing you must use small ones if you use big ones it will shit up
    5:On the left side is a little thing where you can create Custom Bots and save them, they then appear on the Template Tool.
    6:If you want a Standart Bot just click add Standart Bot or do this via the Template.
    Its a very good Tool and the list is pretty fine it shows first all normal ones then Giants at last there are the bosses, also it has a Mini SentryBuster Suprise People whit it
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  31. Post #31
    Mario6493's Avatar
    February 2012
    338 Posts
    How do I make a decent Stickybomb launcher bot? Default ones just fire a sticky once in a while and detonate randomly.

    EDIT: Found out I gave it the HoldFireUntilFullReload attribute, which made it act this way.

  32. Post #32

    February 2013
    552 Posts
    Just a Info for Stickybombers as i tried them.
    If you give them the Scottish one they will not detonate them, because it says on this Weapon you must look on them
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  33. Post #33
    I am a very friendly person!
    AbeX300's Avatar
    January 2012
    8,338 Posts
    Just a Info for Stickybombers as i tried them.
    If you give them the Scottish one they will not detonate them, because it says on this Weapon you must look on them
    What if, say, you were to add this to the CharacterAttributes?

    Code:
    "sticky detonate mode" -1
    That should cancel out the look-for-detonate mechanic. But at the same time, for some apparent reason, the mechanic is also required to use "stickies detonate stickies", so if you're going to remove the mechanic, it won't destroy stickybombs.

  34. Post #34

    February 2013
    552 Posts
    Then yes we learn new options every day
    another question!Is there a fire, bullet, explosion proof attribute for robots?

  35. Post #35
    Mario6493's Avatar
    February 2012
    338 Posts
    Just a Info for Stickybombers as i tried them.
    If you give them the Scottish one they will not detonate them, because it says on this Weapon you must look on them
    Actually, if the bot is looking at you and you move over one of his stickies, it will detonate it.

  36. Post #36
    I am a very friendly person!
    AbeX300's Avatar
    January 2012
    8,338 Posts
    Then yes we learn new options every day
    another question!Is there a fire, bullet, explosion proof attribute for robots?
    Anything that has mult_dmgtaken or the like as an attribute class. It's an inverted percentage; less than 1 (closer to 0) means more resistance to the type of damage, and if you put it at negatives, the robot heals from the type of damage. More than 1 means more vulnerability to the type of damage.

    Code:
    "dmg taken from fire reduced"
    "dmg taken from fire increased" - Damage taken from fire.
    
    "dmg taken from crit reduced"
    "dmg taken from crit increased" - Damage taken from crits and mini-crits.
    Outside of Mann vs. Machine, it affects backstabs. In MvM, it doesn't affect backstabs.
    
    "dmg taken from blast reduced"
    "dmg taken from blast increased" - Damage taken from explosives.
    
    "dmg taken from bullets reduced"
    "dmg taken from bullets increased" - Damage taken from bullets.
    
    "dmg taken increased" - Damage taken from ANY source of damage.
    
    "dmg from ranged reduced" - Damage taken from ranged attacks.
    "dmg from melee increased" - Damage taken from melee attacks.
    Outside of Mann vs. Machine, it's an active-only attribute, only working when you bring
    out the weapon that has the attribute.
    In MvM, since it's a CharacterAttribute, the attribute is active at all times.
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  37. Post #37
    Gold Member
    Hell-met's Avatar
    April 2009
    11,482 Posts
    Can deflector heavies shoot down cowmangler projectiles?

    puzzles me...
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  38. Post #38
    TwoYearLurker's Avatar
    November 2012
    1,428 Posts
    Can deflector heavies shoot down cowmangler projectiles?

    puzzles me...
    since cow mangler shots are just a flashy effect attached to a projectile the size of a grape, i'd say yes, but only if they got lucky enough to actually hit something that small

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  39. Post #39
    I am a very friendly person!
    AbeX300's Avatar
    January 2012
    8,338 Posts
    Can deflector heavies shoot down cowmangler projectiles?

    puzzles me...
    I decided to test that theory out with the following:

    Code:
    TFBot
    {
    	Class HeavyWeapons
    	Skill Expert
    	Attributes RemoveOnDeath
    	Item "Football Helmet"
    	CharacterAttributes
    	{
    		"damage penalty" 0.03
    		"bullets per shot bonus" 5
    		"weapon spread bonus" 3
    		"attack projectiles" 1
    	}
    }
    So basically, 20 bullets per shot.

    To my surprise, it actually did deflect the lasers. But as TwoYearLurker said, considering how the actual projectiles themselves are just tiny white dots, it's probably rare for that to happen.

    Also, to my disappointment, I didn't see any white dots laying around when they were deflected.
    [sup]Or maybe they're just that tiny.[/sup]

  40. Post #40
    Nefos's Avatar
    March 2013
    21 Posts
    The Cowmangler projectile is bizarre when used without the lighting effect. I realized they can be used as mines when used by weapons that don't apply force on their projectiles (like bullets). Managed to make a scout that plant this mines all around. The problem is that they are eternal if not touched, so they might end up crashing the game due to a overflowing amount of entities. It's basically like this:

    Code:
    TFBot
    			{
    				Class Scout
    				Attributes AlwaysFireWeapon
    				CharacterAttributes
    				{
    					"override projectile type" 12
    				}
    			}
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