Difference between revisions of "Creep Mode"

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{{Quotation|'''The Sniper'''|You are a creepy, mute little bugger, ain't ya?|sound=Sniper DominationPyro01.wav}}
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, similar to MvM bots. The levelling system also presents, killing 6 creeps would level up the player. There's simple infomation system that could print on a screen who killed creep, and some kind of expansion of this system under quotation marks (thus making this non-unexecutable) that could print on a screen the current level of player, how many experience points need to reach the next level, and the team of the player that killed a creep.
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'''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|''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>
  
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== Mechanics ==
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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>
  
1. game\server\tf\bot\tf_bot_manager.cpp:L167-279
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== Creeps ==
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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>
  
2. game\shared\tf\tf_gamerules.cpp:L16314, L16342, L17501
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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>.
  
3. game\shared\tf\tf_gamerules.cpp:L842
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Creeps would occasionally say [[Heavy voice commands|voice lines]], such as upon killing or losing a target.<ref>game\server\tf\bot\behavior\scenario\creep_wave\tf_bot_creep_wave.cpp:L178-189</ref>.
  
4. game\shared\tf\tf_weaponbase.cpp:L4161-4184
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== See also ==
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* [[Raid]]
  
creeps coudn't deal crit damage (just like MvM bots, another evidence that Creep Mode was MvM predecessor)
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== References ==
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<references />
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Latest revision as of 23:05, 6 May 2024

You are a creepy, mute little bugger, ain't ya?
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 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[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]

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

  1. game\server\tf\bot\tf_bot_manager.cpp:L167-279
  2. game\server\tf\bot\behavior\scenario\creep_wave\tf_bot_creep_wave.cpp:L4
  3. game\server\tf\bot\tf_bot_manager.cpp:L183
  4. game\shared\tf\tf_gamerules.cpp:L16314
  5. game\server\tf\bot\tf_bot_manager.cpp:L168-170
  6. game\server\tf\bot\tf_bot_manager.cpp:L172
  7. game\server\tf\bot\tf_bot_manager.cpp:L254-279
  8. game\shared\tf\tf_gamerules.cpp:L17501
  9. game\server\tf\bot\behavior\scenario\creep_wave\tf_bot_creep_wave.cpp:L63
  10. game\server\tf\bot\tf_bot_manager.cpp:L249. Referred to as Honest Halo.
  11. game\shared\tf\tf_weaponbase.cpp:L4161-4184
  12. game\server\tf\bot\behavior\scenario\creep_wave\tf_bot_creep_wave.cpp
    L205-232
  13. game\server\tf\bot\behavior\scenario\creep_wave\tf_bot_creep_wave.cpp:L3, L16-17
  14. game\server\tf\bot\behavior\scenario\creep_wave\tf_bot_creep_wave.cpp:L191-202
  15. game\server\tf\bot\behavior\scenario\creep_wave\tf_bot_creep_wave.cpp:L178-189