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Potato's Custom MvM Servers potatomvm
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♓Seelpit♓ 27 Apr, 2019 @ 12:02pm
[PASSED] [MISSION] Meltdown - Collapsing Cores
Name: Collapsing Cores
Entry type: Mission
Contributors: Seelpit
Map: Meltdown
Difficulty: Intermediate (Invasion)
Last edited by skg; 17 Sep, 2019 @ 6:07pm
Originally posted by theAgamer11:
This submission has been accepted into Madness vs. Machines as of 9/17/19.
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Showing 1-15 of 22 comments
♓Seelpit♓ 27 Apr, 2019 @ 12:15pm 
Version 1[drive.google.com]

Something that'll hopefully be more succesful than Waterway Wringout. Yes, I'm still working on it, slowly but surely - I know it's been 20 days without an update.

Testing requests:
- No cheesing (krit/uber canteens, Kritzkrieg, Proj. Shield, EoI, etc.)
- Play with less-than-stellar upgrades if possible. Just don't overdo it damagewise.

If anything, this should be the very first mission where yes, Sentry Busters WORK. I know, quite stunning.
I've conducted two tests with other people in some unfinished versions, but I hope that it's not too horrendous.
♓Seelpit♓ 4 May, 2019 @ 11:23am 
It's been a week. Does this mean I'm allowed to bump this?
...I hope it does.
Interrobang 9 May, 2019 @ 11:48am 
Collapsing Core

You need "int_" in front of the mission name.

Wave 1-4:
Refer to the demo.

Wave 5:
Wave was a bit long again :|.
The robot subwave that escorts the Giants are stragglers a bit. Remove a couple pairs of them.

Wave 6:
Remove 5k off both tanks.
Remove 9 Buff Banner Soldiers and 3 Demos (stragglers).
Wave is way too long again. Remove the final bosses.

Total wave time breakdown for: mvm_meltdown_rc4_collapsing_cores
[Victory] Time spent on Wave 1: 4 min 20 sec
[Victory] Time spent on Wave 2: 3 min 54 sec
[Victory] Time spent on Wave 3: 5 min 54 sec
[Victory] Time spent on Wave 4: 7 min 5 sec
[Victory] Time spent on Wave 5: 5 min 43 sec
[Victory] Time spent on Wave 6: 7 min 47 sec
Total success time in mission: 34 min 43 sec (100%)
Total time spent in mission: 34 min 43 sec

https://demos.potato.tf/mvm_meltdown_rc4_collapsing_cores_1557424191.dem
Jakapoa 9 May, 2019 @ 11:51am 
Overall, a lot of the waves are very slow and end up being quite long. Trim the waves to be around 3-4 minutes each, which should hopefully fix the slowness issue.

https://demos.potato.tf/mvm_meltdown_rc4_collapsing_cores_1557424191.dem
Total wave time breakdown for: mvm_meltdown_rc4_collapsing_cores [Victory] Time spent on Wave 1: 4 min 20 sec [Victory] Time spent on Wave 2: 3 min 54 sec [Victory] Time spent on Wave 3: 5 min 54 sec [Victory] Time spent on Wave 4: 7 min 5 sec [Victory] Time spent on Wave 5: 5 min 43 sec [Victory] Time spent on Wave 6: 7 min 47 sec Total success time in mission: 34 min 43 sec (100%) Total time spent in mission: 34 min 43 sec
♓Seelpit♓ 16 May, 2019 @ 11:39am 
Version 2[drive.google.com], in which Seelpit, in an ironic twist, somehow realzes that her worries about waves being too short were the furthest from the truth one could get.
...Point is, I've addressed the slowness and length issue! A number of public tests have been run to ensure that everything more-or-less works as intended.
Now I just have to somehow finish Waterway Wringout...

Changelog:
Missions, Templates, and the like: - Armored FaN Scouts run at normal speed (400 HU/s), making them less sluggish and reach the end of the map earlier when a team's pushed back - Wave 4, 5, and 6 Sentry Busters InitialCooldown reduced to 30 (from 45) - Slowing Pyros no longer deal less damage - Giant Slowing Pyros deal 10% less damage (down from 34%); have more range (flame_drag 5) - Giant Kritz Medic heals 5x faster (original; up from edited 2); HP decreased to 4000 (from 4500) Wave 1: - Moved Giant Pyros to subwave 1; removed weird extra Giant Pyro WaveSpawn - Increased TotalCount of Bat Scouts to 30 (from 21), currency to 120 (from 105; yay for multiples of 2!) - Subwave 2 now consists of a single Giant Soldier alongside Flare and Slowing Pyros, instead of some odd WaveSpawns with Bat Scouts and Giant Pyros - Increased TotalCount of Flare Pyros + Armored FaN Scouts in subwave 3; removed WaitBeforeStarting - Replaced one Giant Buff Soldier in subwave 3 with a normal Giant Soldier, along with some Slowing Pyros after the Armored FaNs die Wave 2: - Replaced Flare Pyros accompanying the Giant Slowing Pyros with QuickFix Medics - Meshed Giant Slowing Pyro + QuickFix Medics WaveSpawns into one WaveSpawn (why did I seperate them in the first place???) - Bat Scouts changed to Fast Heavyweight Champs - Removed another weird WaveSpawn with continually spawning Soldiers - Increased SpawnCount of Demos to 3 (from 2) - Replaced Flare Pyros with Scattergun Scouts - Giant Buff Soldiers now have 2 QuickFix Meds - Added Fast Heavychamps to support the Giant Buff Soldiers - Increased Armored FaNs in subwave 2 TotalCount to 12; SpawnCount to 3; decreased MaxActive to 3 - Giant Slowing Pyro + Giant Kritz Med now spawn after Giant Buff Soldier dies, instead of both the Soldier and the Armored FaN Scouts - Changed Support Flare Pyros to unSupportive Demos. (I don't like these guys) - Added Armored FaNs to the last subwave Wave 3: - Soldier TotalCount reduced to 15 (from 16); SpawnCount increased to 3 (from 2); MaxActive reduced to 3 (from 6); Currency to 90 (from 80) - Added Slowing Pyros to accompany the Soldiers - Sped up Tank to 70 (from 65); increased health to 17000 (from 15000) - Removed one Giant Heavy+QFix Med+2 Crit Hyper Leagues; the other one now has 3 QFix Meds and spawns after Tank and other bots are dead, rather than after only the Tank - Changed Burst Demos to Crit Minor Leagues. Can't have something that wrecks players be accompanied by even more firepower. Also, reduced WaitBetw'nSpawns to 5 (from 8), TotalCount to 16, and Currency to 80. - Changed Crit Minor Leagues (the ones accompanying the Giant Demos, mind you!) to normal Scouts. - Giant Demos are now all Type 2 (50% faster fire rate, normal reload) - Removed one Giant Demo + Kritz Meds; other Giant Demo now has 5 Kritz Meds - Removed Giant Banner Soldier+small solly subwaves + second Armored FaN Support - As a replacement: another Giant Demo, with a Giant Kritz Medic, and Slowdown Pyros as support. Wave 4: - Removed one Giant Scout at the start - Changed Giant Pyros to Giant Slowing Pyros - Moved Giant Slowing Pyro + SlowRecharge Medics to subwave 1; increased TotalCount to 6 (from 3) - Replaced Steel Gauntlets (stalled the wave) with Burst Fire Demos; effective TotalCount increased to 12 (from 8) - BBoxes spawn in a seperate WaveSpawn now; TotalCount effectively increased to 14 (from 8) - Decreased boss health to 22.000 (from 25.000); this should help lower the wave time, while keeping it as the main part of the wave. Also: decreased fire rate to 0.1 (from -0.8); decreased damage penalty to 15% (0.85, from 34% (0.66)) - Replaced Minor League Scouts with Slowing Pyros; SpawnCount and MaxActive reduced to 2 - Removed one Giant Heavy + BigHeal Meds wavespawn; other Heavy now has 2 SlowRecharge Meds; gave it specific nav to prevent it from getting stuck EDIT: I didn't actually do so. Unless the issue is fixed mapwise, the path (in future versions) will be set not to follow the broken route. - Removed Giant Scout, BBox + Burst Demo, Giant Crit Slowing Pyro + Giant Medic subwave - Increased effective TotalCount of other (now seperated) BBox and Burst Demo WaveSpawns to 18 (from 5); increased SpawnCount to 3 - Tweaked various weird WaitForAllSpawned/Dead shenanigans Wave 5: - Payout decreased to $800 - First subwave now consists of WaveSpawns of Buff Soldiers, Heavies, and Armored FaNs - Combined TotalCount increased to 40 (12, 16, 12, respectively) - Removed one Giant Burst Fire Soldier; the other one spawns after the first subwave is done spawning - Crit Heavyweight Champs now use the GRU; TotalCount increased to 30 (from 15), MaxActive to 10 (from 5), WaitBetweenSpawns decreased to 6 (from 18). - Decreased tank health to 18.000 (from 23.000); increased speed to 70 (from 65) - Giant Burst Fire Soldier now spawns with 3 SlowRecharge Medics (instead of 1 Giant Kritz Medic) after Tank and other Burst Fire Soldier is dead - Increased TotalCount of Armored FaN Scouts to 16 - Removed Buff Soldier + QFix Med + 2 Slowing Pyros WaveSpawn - Removed Giant Scouts - Changed SlowRecharge Medics on the Giant Heater Heavy to Kritz Medics; increased TotalCount to 6 (2 spawns) - Removed Conch Soldier + Slowing Pyro + Gauntlet + Demoman WaveSpawns - Added Slowing Pyros to go along with the Giant Heater Heavy - Removed Giant Heater Heavy + Giant Slowing Pyro WaveSpawn - Replaced Flare Pyro support with Crit Slowing Pyro support Wave 6: - Changed Deflector Heavies in first subwave to Rapid Fire Soldiers and Armored FaNs - Changed SlowRecharge Medics on the Giant Slowing Pyros to Overclock Medics. - Removed Extended Buff Soldiers, Deflector Heavies, and Giant Armored Burst Soldiers from first subwave - Decreased Tanks' health to 20.000 and 22.000 (from 23.000 and 30.000, respectively); increased second Tank's speed to 70 (from 65) - Replaced Crit Bat Scouts with Fast Crit Heavyweight Champs; increased TotalCount to 40 (from 28); decreased MaxActive to 10(from 12); decreased SpawnCount to 2 (from 4); decreased WaitBetweenSpawns to 2 (from 6) - Changed Burst Demos to Crit BBox Soldiers; decreased TotalCount to 18 (from 20); decreased SpawnCount to 3; increased MaxActive to 6 - Removed one Giant Burst Fire Demo + SlowRecharge Meds spawn - Changed Giant Burst Fire Demos' SlowRecharge Meds to Overclock Meds - Removed Extended Buff Soldiers, Giant Slowing Pyro + Giant Regen Medic, and Giant Armored Burst Soldier + Giant Kritz Medic - Support Slowing Pyros now have Crits; decreased SpawnCount and MaxActive to 4 (from 5) - Decreased main boss health to 26.000 (from 36.000); decreased fire rate to 0.1 (from -0.8); increased reload rate to 0.25 (from 0.6); added damage bonus of 1.5; increased clip size to 20 (from 15); increase health on radius damage to 400 (from 200; max 8000 healed per clip) - Boss' Support is now a Chief Overclock Medic. - Added fancy sounds before the boss spawns

Testing requests:
- Usual Trash Test Protocol (no Gas, Shield, Heavy, Uber/Kritz Cans; subpar weapons and/or upgrades)
- Slay Sntr at least once during a wave for lack of feedback during a public test Ensure that none of the bosses can be pitted

Note: Giant Heavies may get stuck on the path just near the pit. I've thought of potentially giving them a specific nav to prevent this.
Last edited by ♓Seelpit♓; 17 May, 2019 @ 4:35pm
♓Seelpit♓ 26 May, 2019 @ 2:24pm 
It's been 10 days! I get to bump without bad consequences!

...right?
♓Seelpit♓ 7 Jun, 2019 @ 3:36pm 
It's been 4,000 years 3 weeks since the update!
I almost forgot to bump this. It deserves it.
DaanBox 14 Jun, 2019 @ 1:57pm 
Don't defenstrate the demonstrate:
https://demos.potato.tf/mvm_meltdown_rc4_int_collapsing_cores_1560540811.dem

mvm_meltdown_rc4_int_collapsing_cores
[Victory] Time spent on Wave 1: 3 min
[Victory] Time spent on Wave 2: 2 min 29 sec
[Victory] Time spent on Wave 3: 2 min 25 sec
[Victory] Time spent on Wave 4: 3 min 17 sec
[Victory] Time spent on Wave 5: 2 min 40 sec
[Victory] Time spent on Wave 6: 3 min 10 sec
Total success time in mission: 17 min 1 sec (100%)
Total time spent in mission: 17 min 1 sec

While we did trash test it, it was with 6 people having at it who weren't trash testing all that hard a pinch of salt is to be taken.
While we usually suggest watching the demo, right now I especially suggest you do to bring your own 2 cents into the matter

At 17 minutes it's really on the shorter side of things, might be written of "6 players not trashing hard enough" but you might wanna look into oppurtinities to buy some time.

We didn't encounter many problems and it's up for a balance test in the hopes to either reveal underlying issues or to destory my fears.

Last wave might have a rather beefy tank and boss to boot, even when nigh the entire team were on it, it seemed to make quite some progress despite the lack of anything backing it up.
Same goes for the boss. This is with 6 people wailling away at it, the balance test 4 people setup might find itself struggling
Last edited by DaanBox; 14 Jun, 2019 @ 1:59pm
Sntr 14 Jun, 2019 @ 3:12pm 
After running this mission for two googol hours, the best I can say about this mission is that the Tanks on the final wave are a bit bulky
and the waves start feeling a little monotonous when they all the the same kinda bots going on but it still works despite the same-ish feel
Last edited by Sntr; 14 Jun, 2019 @ 3:13pm
♓Seelpit♓ 20 Jun, 2019 @ 9:16am 
Version 3[drive.google.com], in which Seelpit is glad to hear that at least one of her missions is at least succesful to a noticable degree. Gotta count the little things in life, you know.

In other news, this now contains roughly 80% less crits, and shorter mini-crit buffs!
The last test (which was a balance test) went quite well, so if it's alright, feel free to do so as well and reveal that the mission will still need 17 more revisions ^u^

Changelog:
General: - Added mipmaps and level of detail to boss' icon, as are the suggested settings - GRU Champs are now called Lightweight Champs Wave 1: - Reduced buff duration of Giant Buff Soldier to 2x Wave 2: - Added an extra Giant Buff Soldier with QFix Meds at the end; reduced buff duration to 2x; increased TotalCounts of the same subwave's Armored FaNs and Demos; switched some TotalCurrencies around to prevent uneven amounts Wave 3: - Changed Kritz Meds to QFix meds; added an extra Giant RF Demo (Type 2, aka the burst-like one) + quad QF Meds; slightly increased TotalCount of accompanying Scouts; switched around some TotalCurrencies to prevent uneven amounts Wave 4: - Set Burst Demo skill to Normal - Replaced boss' Slowing Pyro support with Crit Hyper League Scouts, for a tad more variety - Lowered boss' health to 20,000 (from 22,000); changed "health on radius damage" to "heal on hit for rapidfire", making it easier for it to actually regenerate health Wave 5: - Increased MaxActive of Buff Soldiers to 4 (from 2) - Changed Armored FaN Scouts to Armored Sandman Scouts - Extended Buff Soldiers’ buff duration lowered to 2x - Changed final subwave support to a RandomChoice between Scorch Shot Pyros and Slowing Pyros, for, again, a tidbit of variety Wave 6: - Changed Giant Slowing Pyros with Giant Barrage Soldiers; they spawn with one Overclock medic and 2 Kritz Medics - Changed Crit Armored FaNs to Heavyweapons; changed MaxActive to 6, SpawnCount to 3 - Lowered tanks' health to 18,000 and 20,000 (from 22,000), respectively -Lowered Crit Heavy Champ TotalCount to 30 (from 40) - Changed support Crit Slowing Pyros to Armored Sandman Scouts; lowered SpawnCount/MaxActive to 2; they spawn after the first tank dies - Added Scorch Shot Pyro support to final subwave - Boss now spawns after both tanks, the Giant Demos, and the Crit GRUs are dead - Lowered boss' health to 23,000 (from 26,000); changed "health on radius damage" to "heal on hit for rapidfire", making it easier for it to actually regenerate health; increased that value to 500 (from 400)

Known error: This mission still uses the capitalization-seperation trick for icons (using "ClassIcon pyro_sLowdown" to seperate giants from normal bots, who use "ClassIcon pyro_slowdown"). Naturally, this will be fixed in the next version!
Last edited by ♓Seelpit♓; 19 Jul, 2019 @ 3:52pm
♓Seelpit♓ 12 Jul, 2019 @ 2:56pm 
Important note: Since I'll bee away from a proper popfile editing software between tomorrow and the 30th of July, I won't be able to directly edit this submission.
Test/judge as normally, and if it's alright, I can still provide what I wish to have changed (since I'll be keeping a copy of this mission's popfile via GDocs).
Otherwise, this submission can be marked as inactive (post-test) til the 30th.

Apologies for the bump u_u
Braindawg 21 Jul, 2019 @ 1:56pm 
Overall the mission plays alright for intermediate, the wave times could be a bit more symmetrical (wave 2 stuck out the most). The mission could use some different types of bots as well for the custom bots. There were a lot of waves that used slow pyros, armored FaN, and armored Sandman several times back to back.

W1 had no real complaints

W2:
~ Straggler FaN and Demobots at the end
~ Drags on a bit

W3:
~ Underwhelming wave, could use some support near the end

No real complaints for the rest of the mission besides overusing some custom bots.

EDIT: forgot the demo, here ya go[demos.potato.tf]

Total wave time breakdown for: mvm_meltdown_rc4_int_collapsing_cores [Victory] Time spent on Wave 1: 3 min 35 sec [Victory] Time spent on Wave 2: 5 min 17 sec [Victory] Time spent on Wave 3: 2 min 57 sec [Victory] Time spent on Wave 4: 3 min 17 sec [Victory] Time spent on Wave 5: 2 min 42 sec [Victory] Time spent on Wave 6: 3 min 30 sec Total success time in mission: 21 min 18 sec
Last edited by Braindawg; 21 Jul, 2019 @ 3:10pm
♓Seelpit♓ 25 Jul, 2019 @ 12:29pm 
Planned changelog, considering it'll still bee a few days before I'll return to a popfile editor:

W2
- Removing strags mentioned, obvs
- Once I watch the demo and know what's up: potentially removing or shortening some parts

W3
- Up the dangerosity of some bots/support

W4, 5, 6
- Mix up regularly-used bots
- My original reasoning for the original amount was to not throw off newer players with wildly different concepts every wave, and instead have some returning elements instead. I'll try and see if I can come up with suitable replacements (re-balance testing, yay...)
♓Seelpit♓ 3 Aug, 2019 @ 1:38pm 
Version 3.5[drive.google.com], because I don't think the changes warrant a whole number in terms of changes.
Actual changelog this time!
General: - Fixed icons using the capitalization-seperation trick (f.e. medic_uber and medic_Uber, is now medic_uber and medic_uber_giant) - Changed necessary icons to NotYourSagittarius’ variants. - Removed crits from Scorch Shot Pyros. W1: - Replaced Slowing Pyros with Normal, AlwaysFire Pyros to prevent repetition. 'Sides, they're not that different. (If you believe this change to be minor enough, you can skip this wave. See previous feedback.) W2: - Removed the last subwave entirely, as the wave still hits a solid time without it (occurred during both judging, as shown, during testing, and during testing where there was simply an additional Giant Pyro + Kritz meds) - Slightly increased Armored FaNs + Lightweight Champ TotalCounts to make up for the lost bots W3: - Changed Minor Leagues to Hyper Leagues, so they'll actually get more balls out - Changed Giant Heavy's QFix Meds to Bigheal Meds - Fixed Slowing Pyro support not spawning indefinitely (really smart copypasting) - Added Soldier support after all Scouts die, in the 3rd subwave W5: - Removed uber duration penalty from Col. Barrage's Meds - Removed Slowing Pyro from the RandomChoice support W6: - Increased WaitBetweenSpawns for the Giant Barrage Soldier + Overclock Meds to 22 (from 18) - Increased WaitBetweenSpawns for the accompanying Heavy and Spammer Soldier WaveSpawns to 8 and 7 (from 6 and 5, respectively) to lower spam at the start. - Replaced Lightweight Champs with Spammer Soldiers; changed TotalCount to 20 (from 32), MaxActive to 6 (from 10), and WaitBetweenSpawns to 3 (from 2). - Removed the 18k tank. - Replaced Giant Burst Demos with Giant Deflectors; fixed weird MaxActive 2 while it spawned 3 bots at once, is now correct MaxActive 3. - Bosses now have Fan O’ War and Scorch Shot support, both spawning in groups of 4 every 15 secs. - Bosses spawn after the Giant Heavies and Tank is dead, and all Sollies have spawned (used to wait til everything was dead).
♓Seelpit♓ 5 Aug, 2019 @ 2:50pm 
Version 3.51[drive.google.com], because signalmax updated the map.

What, you still want a changelog?
Changelog: - Changed name to mvm_meltdown_rc5_int_collapsing_cores.

See previous post for actual changelog.
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Date Posted: 27 Apr, 2019 @ 12:02pm
Posts: 22