Team Fortress 2 Mann vs Machine

Weighted Options

Weighted options allow you to choose how likely a particular option's value is to be used in game generation. The higher a value is weighted, the more likely the option will be chosen. Think of them like entries in a raffle.

Choose the options you would like to play with! You may generate a single-player game from this page, or download an options file you can use to participate in a MultiWorld.

A list of all games you have generated can be found on the User Content page.


Game Options

Progression Balancing

A system that can move progression earlier, to try and prevent the player from getting stuck and bored early. A lower setting means more getting stuck. A higher setting means less getting stuck.
This is a range option.

Accepted values:
Normal range: 0 - 99

The following values have special meanings, and may fall outside the normal range.
  • 0: Disabled
  • 50: Normal
  • 99: Extreme
0 ❌
25 ❌
0 ❌
0
0
0
0

Accessibility

Set rules for reachability of your items/locations. **Full:** ensure everything can be reached and acquired. **Minimal:** ensure what is needed to reach your goal can be acquired.
25
0
0

Server Settings

Put the server-setting items in the pool. One of them exists: the Grappling Hook, which turns on Mannpower's hook for everybody on the server for the rest of the run. It is the largest change to how a map plays that this world can hand out, and it is off by default because a run that has it is a different game from one that does not. Never required to beat anything: a wave stays winnable without it.
25
0
0

death_link

When you die, everyone who enabled death link dies. Of course, the reverse is true too.
25
0
0
Run shape

Mission Count

How many missions the run uses. The run draws them from the tiers that the difficulty pool allows. A request for more missions than the pool holds gives you the whole pool.
This is a range option.

Accepted values:
Normal range: 1 - 230
0 ❌
25 ❌
0 ❌
0
0
0
0

Difficulty Pool

The easiest tier that the run can draw. The run also draws every tier above it. The haunted tier holds only Caliginous Caper. Its wave, tank, giant and completion checks provide exactly enough locations for its remaining class unlocks, but it has no mission-ticket progression.
0
25
0
0
0
0

Excluded Missions

Missions the run never draws, by name. Use it to keep out a mission that is too long for the evening. Caliginous Caper is one mission of 666 robots and takes an hour on its own.

Community Missions

Whether the run draws community missions at all. Every community mission the server can play is in the pool by default, and the Options Creator ticks them all. Off keeps the run to Valve's missions without naming each community one in excluded_missions.
0
25
0

Mission Modifiers

Give each drawn mission a persistent set of gameplay modifiers. The seed chooses modifiers once, per mission. Returning to a mission keeps the same combination, and multiple compatible modifiers may stack.
25
0
0

Minimum Mission Modifiers

Fewest modifiers assigned to each mission when Mission Modifiers is on.
This is a range option.

Accepted values:
Normal range: 0 - 3
0 ❌
25 ❌
0 ❌
0
0
0
0

Maximum Mission Modifiers

Most modifiers assigned to each mission when Mission Modifiers is on.
This is a range option.

Accepted values:
Normal range: 0 - 3
0 ❌
25 ❌
0 ❌
0
0
0
0

Server Mods

Server-side mods the game server loads, by key. Some community missions need a mod the stock server does not have. The run draws those only when the mod is named here, so a seed never asks a server for a mission it cannot run. sigsegv-mvm is SigMod: upstream ships a Linux server build, and the Windows launcher installs this project's port of it.

Start Mission

The mission the run starts on. `random` starts the run on the easiest mission it drew. Name a mission instead and the run always draws that one and starts there. The difficulty pool has to hold it, and Excluded Missions must not.
This option allows custom values only. Please enter your desired values below.
25

Start Class

The mercenary the run starts with. `random` draws every starting class at random. Name one instead and the run always starts with it. The tier of the start mission decides how many classes the run starts with, and this option names one of them.
This option allows custom values only. Please enter your desired values below.
25

Weapon Slots per Class

Open loadout slots class by class rather than for everybody at once. Off is one Progressive Weapon Slot for everybody, three copies. Progressive gives each class an item of its own, two copies, and it earns its second and third slots with them in its own order. Its first slot comes free with the class, and it is the slot that class is played with: the Medigun for a Medic, the Knife for a Spy, the Wrench for an Engineer. Any order is the same eighteen items, each naming the slot it opens, found in whatever order the multiworld puts them in: a Scout can find his melee before his secondary. Safe because the free first slot is the one that class is played with, so no class is ever left holding only its worst weapon, and the items read as what they are in somebody else's spoiler log. Either way it is eighteen items in the pool where there were three, and a longer run for it. A run with few missions may not have the checks to hold them, and generation says so. A mission at a tier still needs that tier's count of classes with that tier's count of slots.
25
0
0
0
Goal

Goal

What ends the run. Final Boss marks the most difficult mission that the run drew. Clear that mission to win. Missionsanity asks for a part of the missions instead, in any sequence.
25
0
0

Missionsanity Percentage

How much of the run Missionsanity asks for. The percentage applies to the missions that the run drew, and it rounds up. The Final Boss goal ignores this option.
This is a range option.

Accepted values:
Normal range: 10 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Australium Medal on Clear

Lock an Australium Medal onto every mission clear. The goal then reads the medals you hold rather than the clears the server reported, which is what generation wants: a medal is your own item and no !collect can hand you one. The cost is one check per mission. A mission clear is one of the better rewards this world puts into a multiworld, and locking it takes that many of other people's items out of the pool. Off by default for that reason.
25
0
0

Victory Caches

Make a mission clear worth checks scaled by its tier. A normal clear stays one check; intermediate pays two, advanced three, expert and haunted five. The extra checks are victory caches, and the server hands them over with the clear, so there is nothing new to do in the game. The cheap answer to a run short on checks, because it adds no mission. Off by default so an existing YAML keeps meaning what it meant.
25
0
0

Milestone Checks

Add checks for running totals over the whole run. So many robots, giants and tanks destroyed, whatever mission they fell in: fifteen checks on a fixed ladder, from a hundred robots to four thousand, five tanks to forty, ten giants to two hundred. Any mission the run has open progresses them, so they fill a run short on checks and give a team stuck on a wave something to grind. Off by default so an existing YAML keeps meaning what it meant.
25
0
0

Giantsanity

A check for every giant of every wave, beside the mission's first. The counts come out of Valve's population files, so a giant that is there to kill is a check and one that is not is not; community missions have no count yet and pay only their first. Empire Escalation alone holds eighty-two. Off by default: on, a run is buffed out the wazoo.
25
0
0

Tanksanity

A check for every tank of every wave, beside the mission's first. Read out of Valve's population files like the giants. Cataclysm holds eleven. Off by default.
25
0
0
Rewards

Mission Ticket Importance

Progression tickets are required to deploy to their missions. Useful tickets do not gate deployment; all missions drawn by the seed are available from the start. Disabled tickets are all unlocked at the start and are not placed as rewards.
0
25
0
0

Class Unlock Importance

Progression class unlocks satisfy each mission tier's class requirement. Useful class unlocks still expand the roster but never block deployment. Disabled unlocks make every class playable from the start.
0
25
0
0

Weapon Slot Importance

Progression weapon slots satisfy each mission tier's loadout requirement. Useful slots still expand loadouts but never block deployment. Disabled slots unlock every loadout slot from the start, including per-class slots.
0
25
0
0

Weapon Buff Importance

Useful buffs are optional upgrades. Progression buffs are also required in increasing numbers for harder mission tiers. Disabled awards no weapon buffs; spare checks receive cash filler instead.
25
0
0
0

Cash Rewards

Put cash filler in some spare checks. Disabled by default because cash is temporary and less satisfying than a persistent weapon buff. When disabled, every spare check is a buff unless weapon buffs themselves are disabled; then those checks contain cash.
25
0
0

Unlockable Bot Cards

Add useful, optional named bot cards to the reward pool. A bot card never gates a mission. Off leaves the card system out of the seed.
25
0
0

Starting Bot Cards

Number of distinct random bot cards to start with. Ignored when the starting-card mode is One Stock Card per Class. Starting cards do not use checks from the maximum below.
This is a range option.

Accepted values:
Normal range: 0 - 15
25 ❌
0 ❌
0
0
0
0

Starting Bot Card Mode

Random draws the requested number of starting cards. One Stock Card per Class starts with nine stock-loadout cards, one for each mercenary; the random starting count is ignored. Rarity and form still roll normally.
25
0
0

Weapon Buff Percentage

Percentage of spare checks that award a weapon buff when cash rewards are enabled. The remaining space contains cash filler. With cash rewards disabled, every spare check awards a weapon buff and this option is ignored. It is also ignored when weapon buffs are disabled.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Weapon Buff Stack Chance

Chance that a weapon-buff reward adds another level to a numeric buff already drawn for this seed. On/off effects are never repeated. At zero every buff reward is a distinct weapon/effect permutation.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Trap Percentage

How much of the run's spare space is traps, in percent. A trap is an item with a negative effect: another player opens a chest and your team pays for it, with Jarate or fire for instance. Traps decides which ones. They come out of the same space as the weapon buffs and the cash, so raising this lowers those rather than adding checks. One percent by default, so a run meets a trap now and then; zero leaves them out. A trap can cost the team a wave and never costs the run an unlock it already holds.
This is a range option.

Accepted values:
Normal range: 0 - 100
0 ❌
25 ❌
0 ❌
0
0
0
0

Traps

Which traps the run can hold, by key. Trap Percentage decides how many. team_jarate: Jarate on the whole team, +35% damage taken. team_mad_milk: Mad Milk on the whole team, robots heal by hitting you. team_on_fire: sets the whole team on fire. Pyros do not burn. team_slow_down: slows the whole team down. team_bleed: the whole team bleeds. team_marked_for_death: every hit on the team is a mini-crit. team_gas: Gas Passer gas on the whole team, which the next fire ignites. Each lasts ten seconds. Empty means team_jarate alone, which is how every run made before the others existed plays.
Item & Location Options

Local Items

Forces these items to be in their native world.
 

Non-local Items

Forces these items to be outside their native world.
 

Start Inventory

Start with the specified amount of these items. Example: {Bomb: 1, Arrow: 3}

Start Hints

Start with these item's locations prefilled into the ``!hint`` command.
 

Start Location Hints

Start with these locations and their item prefilled into the ``!hint`` command.

Excluded Locations

Prevent these locations from having an important item.

Priority Locations

Prevent these locations from having an unimportant item.

Item Links

Share part of your item pool with other players.
This option cannot be modified here. Please edit your .yaml file manually.