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Basic information
Map type Mann vs. Machine
File name: mvm_production_rc6
Version: Release Candidate 6
Release date: July 21st, 2019
Last updated: December 4th, 2019
Developer(s): Sandwhip
Link(s): Steam Workshop
Map Info
Environment: Desert, industrial
Setting: Daylight, sunny
Hazards: Trains
Map Items
Healthico.png Health Kits: Mediumhealth.png ×8  •  Largehealth.png ×4
Ammoico.png Ammo Boxes: Smallammo.png ×1   •   Mediumammo.png ×8   •   Largeammo.png ×4
One question for you: Where does Gray Mann get all his robots from? Well, he makes them. But he can't make ALL of them, so it seems like he's turned to outsourcing. Time to attack the source, mercs!
Production publicity blurb

Production is a community-made Mann vs. Machine map created by Sandwhip. It takes place in a Badlands-based factory where RED must defend a Mann Co. exports office. It was made (and accepted) for Operation Madness vs Machines, and was featured again in Operation Digital Directive.

Production features two advanced missions for Operation Madness vs Machines: Distillery Destruction, and Frightful Freight, both by Sandwhip. For Operation Digital Directive, one advanced mission: Indeathrialization by colonel barrage was created.


Hatch Area

The Hatch is enclosed in a small, walled-off area that forces the robots to move through a tight doorway to deploy the bomb.


The Trainyard has two routes the robots may take: The high route, which takes robots up and alongside a set of train tracks, and the low route, which is shorter but forces the robots into a low-ground position in a small ditch. The high route also has a train that comes intermittently, which Pyros can airblast robots into to instantly kill them.


The main 'choke' of the map. The main path the robots take is surrounded by segments of high-ground for the defenders, creating a valley the robots must traverse.


The spawning area for the robots. They will enter the area from two gates, one dropping down over an elevator (gate A), and another from a ground exit (gate B). Tanks will enter the area from a tunnel on the other side of the area, as well as gate B. An Upgrade Station is also present here, and players can use it in between waves.




RC6 Changelog

  • Greatly improved visuals at the 'front' area. It's pretty much a complete rework.
  • Tanks can now spawn at gate B
  • Sniper bots now spawn in tank tunnel.
  • Sentry busters now spawn in gate A.
  • Each gate can now be opened separately mid-wave. (Actually, they MUST be opened mid-wave, as they no longer open automatically when a wave starts.)
  • Detailing changes to the Distillery and the adjoining flank.
  • Optimisation pass, as it seems like past-me forgot what a func_detail was.
  • Altered engineer spawn points, and fixed some that were previously non-functional. Also, removed teleporters from engi bots that spawn close to the hatch.
  • Fixed several bomb-stuck spots. (What is this, a CS:GO map?)
  • Added an extra bomb for those who want it. (You can enable it through second_bomb_enable/second_bomb_enable_ironman, they will be disabled each wave by default.)
  • Navigation improvements, mainly around the train. It should now be easier to kill bots with it now.
  • Sniper bot improvements. Expect them to be more effective now.
  • Altered location of some pickups.
  • Moved a fence at the 'front' to the corner of the ramp, in an attempt for better cover.
  • Moved the two barrel props at the ramp platform to the main area so snipers don't get fucked over by the new fence placement.
  • The 'generator platform' has been replaced by a small building with a window.
  • Replaced the awful train sign with a proper, non-train sign.
  • Some robot spawn locations in both missions have been changed to work better with the separate gate opening mechanic.

RC5a Changelog

  • Fixed an exploit that allowed certain classes to escape the (intended) map boundaries
  • Mission Changes

RC5 Changelog

  • Improved skybox visuals
  • Reworked spawn, as players said they were finding it confusing (plus it didn't look very good)
  • Reworked the warehouse section to be a proper route, as the area was underutilised and served little purpose previously
  • Improved many details around the robot spawn area
  • Fixed robots spawning within view of players
  • Fixed many clipping issues
  • Fixed some minor navigation issues
  • Mission Changes

RC4 Changelog

  • Mission Changes
  • Nav fixes

RC3 Changelog

  • Mission improvements
  • Minor detail changes
  • Bug fixes

RC2 Changelog

  • Mission improvements
  • New mission (for real this time)
  • Minor detail changes
  • Navigational improvements
  • Bug fixes

RC1 Changelog

  • Mission improvements
  • Added a lot of additional detail
  • Final optimisation
  • Lots of bug fixes
  • Teleporters return (map, not mission)

B2 Changelog

  • Mission improvements
  • Added extra detail
  • Optimisation pass (stage 2)
  • Made multiple balance changes to the mission
  • Removed extra mission
  • Some minor bug fixes
  • Added extra support for mission creators

B1 Changelog

Been a little while since the last update, huh? This update is a bit of everything, a bunch of detail, gameplay, and support changes have been made.

  • Improved navigation mesh
  • Added extra detail
  • Optimisation pass
  • Made multiple balance changes to the mission
  • Added extra 'for-fun' mission
  • Several clipping improvements
  • A ton of minor bug fixes
  • Probably a bunch of other things I can't recall


  • The developer's username can be found in a hidden room in the alleyway at the front, which can be accessed through a small hole in the clipping of the alley.
  • There are many easter eggs, including a Medic cutout within an out-of-bounds shed, and cigarettes under a 'no smoking' sign.
  • The music that plays at the Upgrade Stations in-between rounds is 'Upgrade Station', an unused 1-minute loop of elevator music that presumably would play in Mann vs. Machine when players were at an Upgrade Station.

See also

External links