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Download[drive.google.com]
Missions included:
Drop Zone - Intermediate
Blastaway - Advanced
I'm sorry Nuke for stealing you idea
The kits are a bit strangely placed sometimes, feels like you have to go on a jolly adventure to find them
And then there's that giant bit of cliff in front of our hatch which seems like it's an amazing place to hang around but there are no kits up there and it's a long hike to get up there (it feels like it's probably going to get neglected a lot during gameplay since it's a bit unfeasible to use)
And here's a picture to illustrate one thing:
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1805270929
This rock archway thing feels really out of place here, it would make more sense to have one of those arches at the front here instead (Torii?)
Here's a demo file[demos.potato.tf] for our run and another one[demos.potato.tf] for some post-run babble
https://demos.potato.tf/prejudging/mvm_hanami_a4a_int_drop_zone_1563224010.dem
After party footage (most of our feedback condensed, basically):
https://demos.potato.tf/prejudging/mvm_hanami_a4a_int_drop_zone_1563226764.dem
I do reccomend atleast watching the afterparty as it'll contain pretty much only our feedback regarding the map itself. But watch the first demo if you want to see gameplay for yourself
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1805281368
Should the path lead through here, then we have one hell of an effective choke. The small door (not awefully wide for alot of bots, not high enough to negate body/sentryblocking giants), supplies inside, and with no bots attempting to flank us this is an easy hold. Personally I'd suggest making this door bigger for one
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1805281319
For an alpha it seems like quite alot detailing has been done. I don't think I've even seen a dev texture. So I'm going to nitpick some awefully weird things that stick out. Such as this random arch which imo, just looks so out of place, gameplay wise I am not sure what it's for. I suppose to create a choke but did you really have to make something this big to achieve that?
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1805281256
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1805281205
It's really hard for me to see the disconnect between the area I'm standing on the and area down there with the puddle. I honestly expect robots to just waltz up to me taking a direct route but instead they walk around according to the holograms
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1805281157
This robot spawn is just death for them if a demo/soldier keeps shooting at it. Because the robots all fall into this weird pocket their are all nice and bunched up to be killed in droves. I don't really understand why you didn't just fill in the pocket, connect the cliff to the huge stone pillar (which btw I also find rather weird). The robots not having to take a sharp turn as soon as they leave spawn also benefits them, alowing to either better maintain cohesion between a squad (because currently, every member in a group just forces themselves through the sharpest possible corner, because shortest route) or by making it easier for them to scatter upon leaving
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1805281104
What's up with this dead end? I maybe thought "hey, sneaky way to get around by jumping over the fence" or "maybe some supplies are hidden behind here to help hold should the barrier break" but no, invisible wall instead
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1805281045
Why are there so few supplies in this area? The only ones are 2 full ammo kits which are quite a hike away (and the one visible in the pic is lost should you be holding that arch as a choke, given that you will be on the other side of it)
You're also kinda out of luck for hp, either stick your neck out into robot territority, or retreat all the way back to hatch for full hp/a pair of pills
Missions included:
Actually packed in the custom icons this time - hopefully
Changed the time of day to morning
Engineer bot overhaul: removed a troublesome engineer hint, added forward hints when the tank barricade breaks, and added toggleable sentry only hints
Added a "wet paint" sign to the tank entrance because the map maker isn't a problem solver all the time
Extended the cliff with the main bot drop down so the robots don't drop into a corner anymore
Fixed the no entry signs at the tank and river spawns
Made it clearer that the robots won't shortcut at the front
Made the doors to the upgrade station house slightly taller
Added a walkway that connects the right side flank to the random floating doorway
Added extra health and ammo packs near the defender's courtyard/last
Employed a demo team to take down the weird "stone arch thingy" - most of it anyway
Slightly lowered the cliff in front of spawn and added medium packs on top of it
Added some props in front of the temple door to indicate it doesn't open
Added windows to the spawn rooms
Intermediate:
Added a damage penalty to the "Blue Baller" Sentry Buster, and gave it a hat
Wave 4
Replaced Heavies with Heavyweight Champs
Wave 6
Reworked the wave into something a bit more interesting
Wave 7
Flash Uber Medics now have even shorter ubers
Replaced Demoknights with Samurai Demoknights
Wave 8
Renamed the Samurai boss to "John Yakuza", and lowered his health and movement speed slightly
Advanced:
Wave 5
Slightly reworked the wave
Replaced Chief Pacifist Heavy with Sergeant Crits: Japan Edition
Missions included:
Some minor changes to Blastaway that I forgot to write down
Time clocked in at ~37 minutes? I wasn't able to grab the times but I think it was around there, so cutting back some parts of the mission where stuff drags on a bit will help.
There were also some remarks about how the vast majority of your bots tend to come from the side spawn instead of the spawn the direction of the carrier. Most people will probably assume that's the main bot spawn instead of the coming out of the closest right spawn constantly.
https://demos.potato.tf/prejudging/mvm_hanami_a5_adv_blastaway_1564539767.dem
Either increase their fire rate and reload rate so their projectiles do resemble a laser (may cause performance issues though) or just make them fire regular Cow Mangler projectiles instead.
Missions included:
Moved the carrier tank to behind the main bot spawn
Moved the rocky formation to behind the river spawn
Shortened the main and flank spawns (as best I could, without just having bots spawn out in the open)
Threw some bamboo cards around red spawn
Intermediate:
Obligatory icon update
(Bonk Scout, Steel Gauntlet Pusher)
Advanced:
Start money increased to $900 from $700
Obligatory icon update
(Bonk Scout, Giant Bonk Scout, Steel Gauntlet, Heater Heavy, Machina Sniper)
Wave 1
Added 4 Major League Scouts that spawn throughout the wave
Swapped the Heavies and Heavyweight Champs around
Replaced Giant Rapid Fire Bowmen with Giant Detonator Pyros
Replaced Quick Uber Medics with Quick Fix Medics
Lowered Heavies skill to easy
Wave 2
Replaced Giant Detonator Pyros with Giant Rapid Fire Bowmen
Wave payout lowered to $700 from $800
Wave 4
Giant Nuke Demo's fire rate decreased by an additional 100%
Removed 1 Giant Nuke Demo squad and moved the remaining ones around a bit
Removed the Tank from the end of the wave
Replaced support Rapid Fire Bowmen with Force-a-Nature Scouts
Wave 5
Rising Sun's health lowered to 28000
Burst Demos now wait for all Giant Phlog Pyros to be dead
Removed crits from Burst Demos
Removed 4 Giant Scouts from the end of the wave
Wave 6
Lowered Burst Heal Demos spawn count to 5
Lowered support Mitten Heavies spawn count to 2
Lowered support Fan O'War Scouts spawn count to 3 + lowered spawn rate
(This wave probably still needs some fat chopped off but we will see)
Wave 7
Lowered health of all 3 Tanks
Laser Soldiers now have a 30% faster fire rate
Final Tank now spawns earlier
https://demos.potato.tf/prejudging/mvm_hanami_a6_adv_blastaway_1565285861.dem
Changes:
Removed the "Hostebox" Sentry Buster
Made all glitched unusual hats trade locked, causing the robots to delete them all
Wave 2
Second part of the wave now starts earlier
Wave 3
Moved Sandman Scouts to support
Move Pyros to the main spawn
Moved Heater Heavy/Medic squads to the first part of the wave
Replaced Quick Fix Medics with Quick Uber Medics
Moved Direct Hit Soldiers to the end of the wave
Wave 4
Some Pyros will now always fire their weapon
Removed 8 Conch Soldiers
Wave 5
Lowered Rising Sun's damage bonus to 50%
Added 1 Jumping Scout (GAME BREAKER!!!)
Giant Scouts spawn rate increased
Added 1 Giant Phlog Pyro
Removed 34 Bread Bite Heavies + lowered spawn rate + increased spawn count to 6
Removed 6 Burst Fire Demos
Wave 6
Removed 6 Soldiers
Removed 4 Giant Bowman/Giant Medic squads
Removed 4 Giant Heal on Kill Heavies
Moved the Buff Soldiers to the final two Giant Heavy squads
Removed the Booster Heavies from the end of the wave
Removed the Engineers
Wave 7
Laser Soldiers spawn rate increased
Removed the Super Scouts
The Giant Blast Soldiers now spawn in place of the Super Scouts + lowered spawn rate
Removed the second Tank
The final Tank now waits for all the Rapid Fire Bowmen to have spawned
The support Soldiers now wait for all the Heavy/Kritz Medic squads to be all dead
Changes:
Actually included the robot template file this time
The mission is also quite long, you may want to watch the demo and decide for yourself how to speed things up.
Demo: https://demos.potato.tf/Prejudging/mvm_hanami_a6_adv_blastaway_1566420175.dem
Intermediate Changes:
Wave 3
Tank health lowered to 20,000 from 22,500
Removed 2 Natascha Heavies
Lowered Scouts skill to easy
Removed 3 Demos
Wave 4
Tank health lowered to 26,000 from 28,000
Wave 5
Gave Bread Bite Heavies a damage penalty
Wave 7
Lowered MaxActive of the Samurai Demoknights
Wave 8
Removed John Yakuza's damage bonus
Advanced Changes:
Increased start money to $1100 from $900
Wave 1
Removed 1 Giant Flare Pyro squad
Removed the Demos
The Giant Booster Heavy now spawns once all the Heavies have spawned
Wave 2
Moved the Bonk Scouts to support and lowered MaxActive
Lowered spawn rate of Sniper support
Wave 3
Lowered spawn rate of Giant Bonk Scouts and Heater Heavy squads
The Direct Hit Soldiers now only wait for the Pyros and Gauntlets to have all spawned
Removed 6 Direct Hit Soldiers
Wave 5
Removed the Giant Regen Medic from the boss
Lowered spawn rate of the Giant Scouts
Gave Bread Bite Heavies a damage penalty
Removed 2 Giant Phlogs and gave the remaining 3 Giant Regen Medics
Removed 6 Burst Demos
Replaced Machina Snipers with Sleeper Snipers
Wave 6
Burst Heal Demos now have a damage penalty
Replaced Sleeper Snipers with Machina Snipers
Wave 7
First Tank health increased to 35,000 from 27,500
Added 10 Laser Soldiers
Replaced Heavies with Bomber Demos + lowered MaxActive
Removed 2 Giant Blast Soldier squads
Removed 12 Rapid Fire Bowmen
Removed the final Tank
Missions included:
Added areaportals
Added cubemaps
Added fog
Further detailing
Fixed a stuck spot at the death pit
Lowered the pitch of the gong
Intermediate:
Wave 6
Changed Steel Gauntlet Pushers to Eviction Notice Pushers
Wave 7
(Template update) Razorback Snipers now have 150 health, recharge their razorbacks much faster, and have reduced move speed
Advanced:
Wave 7
(Template update) Razorback Snipers now have 150 health, recharge their razorbacks much faster, and have reduced move speed
The later waves were a bit easy; nothing specific to say about them though.
Demo: https://demos.potato.tf/prejudging/mvm_hanami_b1_adv_blastaway_1567559967.dem