STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
1,235
IN-GAME
6,610
ONLINE
Founded
31 March, 2017
Language
English
Location
United States 
This topic has been locked
[PASSED] [MAP] Hanami
Map Name: Hanami
Creator: Tindall Berry
Current Version: Beta 3
Last edited by Literally A Moth; 31 Oct, 2019 @ 12:20am
Originally posted by theAgamer11:
As of 11/2/19, Drop Zone has been accepted into Madness vs. Machines.
< >
Showing 1-15 of 30 comments
Literally A Moth 14 Jul, 2019 @ 8:29pm 
Alpha 4A

Download[drive.google.com]

Missions included:
Drop Zone - Intermediate
Blastaway - Advanced
I'm sorry Nuke for stealing you idea
Last edited by Literally A Moth; 14 Jul, 2019 @ 9:13pm
Sntr 15 Jul, 2019 @ 3:14pm 
Layout is a bit of a headscratcher: The front has three different spawns for the Robots to use but they seem to treat that strange deadend choke as the mainspawn?
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
DaanBox 15 Jul, 2019 @ 3:36pm 
This broadcast is brought to you by sourceTV:
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
Last edited by DaanBox; 15 Jul, 2019 @ 3:39pm
Literally A Moth 24 Jul, 2019 @ 12:18am 
Alpha 5
Download[drive.google.com]

Missions included:
  • Drop Zone - Intermediate
  • Blastaway - Advanced

Changes:
Map:
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
Literally A Moth 28 Jul, 2019 @ 10:47pm 
Alpha 5 Patch 1
Download[drive.google.com]

Missions included:
  • Drop Zone - Intermediate
  • Blastaway - Advanced

Changes:
Updated most robots that have hats to reflect current events
Some minor changes to Blastaway that I forgot to write down
skg 30 Jul, 2019 @ 8:24pm 
Blastaway

W1:
Spamming so many normal skill heavies wave 1 is going to demolish a lot of teams. Lower all the heavy ai to easy.
Lower the fire rate of the bowmen by like 30%? right now they can instagib most classes with the 80% bonus. Consider making the ubers big heals as well.

W2:
Your close right side spawn is so long that bonk scouts have no bonk by the time they get out of it. I suggest just moving up most of the spawnpoints there because the long walk was an issue in wave 1 as well.

W3:
Same bonk scout issue. The giant bonks may as well be giant bats at the rate.

W5:
Boss needs nerfing in some way. Does too much damage/has too much health.
Burst lochs don't need crits

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
Last edited by skg; 30 Jul, 2019 @ 8:25pm
botrot 30 Jul, 2019 @ 8:41pm 
The Laser Soldiers on the later wave seem to be underwhelming compared to the rest of the robots in that wave; they were more of stock Bison Soldiers that wield the Cow Mangler instead due to their seemingly low fire rate.

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.
Literally A Moth 8 Aug, 2019 @ 4:53am 
Alpha 6
Download[drive.google.com]

Missions included:
  • Drop Zone - Intermediate
  • Blastaway - Advanced

Changes:
Map:
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
skg 8 Aug, 2019 @ 11:45am 
Blastaway

We balance tested this

Remove the crit iron bomber buster

W3:
The sandman+pyro subwave is really easy for just a sentry to hold off by itself at this point. Give us some more threatening bots

W5:
Wave lasted over 8 minutes, granted we got pushed back but the ending with the burst demos and bread heavies is pretty boring. Can just cut them.

W6:
Over 9 minutes. Way too many giant heavies active and total. Cut down the wave.

W7:
Same issue, way too drawn out. Demo will give a better perspective.

Total wave time breakdown for: mvm_hanami_a6_adv_blastaway
[Victory] Time spent on Wave 1: 4 min 24 sec
[Victory] Time spent on Wave 2: 3 min 15 sec
[Victory] Time spent on Wave 3: 3 min 45 sec
[Victory] Time spent on Wave 4: 4 min 41 sec
[Victory] Time spent on Wave 5: 8 min 18 sec
[Victory] Time spent on Wave 6: 9 min 20 sec
[Victory] Time spent on Wave 7: 8 min 32 sec
Total success time in mission: 42 min 15 sec (100%)
Total time spent in mission: 42 min 15 sec

https://demos.potato.tf/prejudging/mvm_hanami_a6_adv_blastaway_1565285861.dem
Literally A Moth 11 Aug, 2019 @ 10:25pm 
Alpha 6 Patch 1
Download - Blastaway/Advanced ONLY[drive.google.com]

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
Literally A Moth 20 Aug, 2019 @ 10:21pm 
A6 Patch 2
Download - Blastaway/Advanced ONLY[drive.google.com]

Changes:
Actually included the robot template file this time
Delta 👑 21 Aug, 2019 @ 2:48pm 
Blastaway:
W1: It got quite tough when the heavies came out, since we were still dealing with the giant pyros and giant scouts. Wave is also 6 minutes long, I suggest you cut numbers all around to both reduce the wave time and difficulty
W2: Tone down your numbers in general, constant 22 makes the wave difficult considering there's giants with uber medics as well as a tank.
W3: The heater heavies and uber medics dragged on at the end. Remove like 4 pairs, rest is fine
W5: The boss almost got to the hatch by itself, it really doesn't need a medic. Remove 2 squads of burst demos (stragglers)
W7:Too many heavies out at once, hits the 22 limit too much.

The mission is also quite long, you may want to watch the demo and decide for yourself how to speed things up.

[Victory] Time spent on Wave 1: 5 min 55 sec
[Victory] Time spent on Wave 2: 3 min 58 sec
[Victory] Time spent on Wave 3: 5 min 24 sec
[Victory] Time spent on Wave 4: 5 min 35 sec
[Victory] Time spent on Wave 5: 5 min 34 sec
[Victory] Time spent on Wave 6: 4 min 26 sec
[Victory] Time spent on Wave 7: 7 min 16 sec
Total success time in mission: 38 min 8 sec (100%)
Total time spent in mission: 38 min 8 sec

Demo: https://demos.potato.tf/Prejudging/mvm_hanami_a6_adv_blastaway_1566420175.dem
Last edited by Delta 👑; 21 Aug, 2019 @ 2:49pm
Literally A Moth 24 Aug, 2019 @ 1:45am 
A6 Patch 3
Download - Missions ONLY[drive.google.com]

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
Literally A Moth 25 Aug, 2019 @ 8:01am 
Beta 1
Download[drive.google.com]

Missions included:
  • Drop Zone - Intermediate
  • Blastaway - Advanced

Changes:
Map:
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
theAgamer11 3 Sep, 2019 @ 7:42pm 
I'd like to see the pit on the right side made so that it's not cut off by the skybox. Make it more natural looking. Otherwise, map is good.

Blastaway:
Wave 1: The heavies spawned a touch slowly. Consider lowering WaitBetweenSpawns by 1 or 2
Wave 5: Most of the giant medics got separated from their giant pyros. I wasn't watching closely enough to see if it was body blocking or a nav issue with the rock near spawn. Just watch for that in the demo.

The later waves were a bit easy; nothing specific to say about them though.

Total wave time breakdown for: mvm_hanami_b1_adv_blastaway
[Victory] Time spent on Wave 1: 3 min 19 sec
[Victory] Time spent on Wave 2: 3 min 25 sec
[Victory] Time spent on Wave 3: 3 min 58 sec
[Victory] Time spent on Wave 4: 4 min 11 sec
[Victory] Time spent on Wave 5: 3 min 51 sec
[Victory] Time spent on Wave 6: 4 min 5 sec
[Victory] Time spent on Wave 7: 3 min 52 sec
Total success time in mission: 26 min 41 sec (100%)
Total time spent in mission: 26 min 4

Demo: https://demos.potato.tf/prejudging/mvm_hanami_b1_adv_blastaway_1567559967.dem
Last edited by theAgamer11; 3 Sep, 2019 @ 7:49pm
< >
Showing 1-15 of 30 comments
Per page: 1530 50

Date Posted: 14 Jul, 2019 @ 8:28pm
Posts: 30