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Metaladon 14 Jan, 2019 @ 8:31am
[DQ] [MISSION] Meltdown - Irradiated Automatons
Name: Irradiated Automatons
Entry type: Mission
Contributors: Sir Metaladon
Map: Meltdown
Difficulty: Advanced
Last edited by skg; 16 Jul, 2019 @ 9:11pm
Originally posted by skg:
Disqualified as of July 17 for being inactive for 14+ days at the time of the deadline announcement.
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Showing 1-15 of 28 comments
Metaladon 20 Jan, 2019 @ 4:02pm 
Meltdown : Irradiated Automatons : V0.0.0 : https://drive.google.com/open?id=1jmy1FfTvlfkxjfTaDXAwjXHKPjnv2drf

A brand new mission generated from the ground up using experimental mathmatics and number generators.

Well, it would be. I'm using it to test stuff.

Requests:
Every wave, tell me which subwave you thought was the easiest.
Is the boss annoying?
Metaladon 22 Jan, 2019 @ 11:25am 
Meltdown : Irradiated Automatons : V0.0.1 : https://drive.google.com/open?id=1jmy1FfTvlfkxjfTaDXAwjXHKPjnv2drf

Goals:

Balance overall, reduce spam and grind
Rebalance engies.

General:

Engineer buildings now have next to no HP.
Engineer buildings build almost instantly
Engineers have only 100 HP

Starting Money is now 750
Money per Wave is now 550

Replaced Direct Hit icons with MM-friendly ones.

W1:

Replaced 1 Demo with 1 Pyro in the Demo Squads
Increased the number of scout spawns.

Nerfed Giant Pistol Scout's HP from 2400 to 1600
Reduced the number of Soldiers spawning.

W2:

Nerfed Tank HP by 2.5K each
Nerfed the number of Dragon's Fury' Pyros spawning.

Changed the Medics on the Giant Direct Hit soldiers to Quickuber.

W3:

Buffed support volume slightly.

Replaced roving Demo squad with a minigiant Demoman.
Added a final tank skin.
Nerfed the speed of the Giant Crit demoman to that of a tank.
Nerfed tank HP from 25k to 20k

Halved support respawn time.
Replaced Heavy squads with groups of Minigiant Heavies

W4:

Buffed the volume of Shotgun heavies considerably.

Added 2 Battalions soldiers to the buff/pyro squads.
Replaced 2 pyros in the squad with DF pyros.
Added 4 extra spawns of Artillery Soldiers
Buffed the HP of Artillery soldiers to help them deal with spam.

Spaced out the Giants by 3 seconds each.

W5:

Changed all of the Uber Medics to Bigheals
Gave the Giant Pusher Pyros the proper speed

Removed 4 spawns of Bazookas

Reduced the number of FoS spawning.

Buffed the bosses' HP by 5k
Gave the boss a 1k HoK.
Added a damage buff vs Buildings.
Added a Pyro Support subwave.
Gave the Boss a Healthbar.
Lowered boss scale to help with exiting teleporters.
Metaladon 24 Jan, 2019 @ 7:51pm 
Meltdown : Irradiated Automatons : V0.1.1 : https://drive.google.com/open?id=1jmy1FfTvlfkxjfTaDXAwjXHKPjnv2drf

Goals:

Smooth out the difficulty.
Fix the bugs.

W1:

Nerfed throughput for the Demo/Pyro wavespawn.
Changed the Scout icon to the proper Melee icon.

Slightly buffed Giant Scout spawnrate.

W2:

Nerfed tank HP slightly.
Increased support volume.

Increased distance between Support squads.

W3:

Nerfed Tank HP slightly.
Fixed Continuous demo firing pattern.
Fixed subwave oddity.
Increased Demo totalcount.

Fixed various bugs with the Gatling Heavies
Siginificantly decreased totalcount
Buffed Gatling Heavy damage, but nerfed thier spin-up time to emphasize hit-and-run.
Fixed Gatling Heavy icon.

W4:

Fixed bad Shotgun icon
Buffed overall Shotgun volume.

Fixed broken template.
Removed Buff soldiers from the Pyro squads.
Fixed Artilery soldier's inital burst.

Reduced the number of Support demos/soldier spawning by 1/4th
Made the support wavespawn infinite.
Nerfed respawns on the giants slightly.

W5:

Removed medics from Giant Scorch Pyros.

Turned Crit FoS/Crit Burst Demo wavespawn into Crit Mini Giant Demo wavespawn.

Attempted to fix the boss not spawning correctly
Interrobang 27 Jan, 2019 @ 12:09pm 
Irradiated Automatons - Adv
--- Missing Vgui material vgui/../hud/leaderboard_class_pyro_radioactive

Your waves don't pay that much money. Anything below 600 is really bad.

The entire mission is mangled by your instantly-building buildings that your infinitely spawning engineers place. I don't think I can accurately judge this mission until these engineers are toned down.

When this is fixed, I will be able to judge this mission properly.
Sntr 27 Jan, 2019 @ 12:21pm 
Wave 5 drags on at some of the subwaves but the biggest gripe I have with this mission is the Engineerbots.

Seems like you've designed this entire mission around the engineerbots that plop an insta-building teleporter/sentry with barely any health
(which feels like a very odd design choice) and personally, you're better off having a regular Engineerbot rather than these guys with glass buildings (and the obvious fact that they can allow the boss to spawn pretty close to the hatch)

And like Interro said above, the miniscule payouts of the mission make this mission really miserable to play through (feels like we have to minmax everything to have a chance with this mission)

Time spent on Wave 5: 6 min 4 sec
Total success time in mission: 22 min 31 sec (72%)
Total time spent in mission: 31 min
Total wave time breakdown for: mvm_meltdown_rc4_adv_irradiated_automatons
[Victory] Time spent on Wave 1: 5 min 13 sec
[Victory] Time spent on Wave 2: 5 min 12 sec
[Victory] Time spent on Wave 3: 6 min 2 sec
[Failure] Time spent on Wave 4: 8 min 29 sec
[Skipped] Time spent on Wave 4: 0 sec
[Victory] Time spent on Wave 5: 6 min 4 sec
Total success time in mission: 22 min 31 sec (72%)
Total time spent in mission: 31 min
Metaladon 27 Jan, 2019 @ 1:46pm 
Originally posted by interrobang:
Irradiated Automatons - Adv
--- Missing Vgui material vgui/../hud/leaderboard_class_pyro_radioactive

Your waves don't pay that much money. Anything below 600 is really bad.

The entire mission is mangled by your instantly-building buildings that your infinitely spawning engineers place. I don't think I can accurately judge this mission until these engineers are toned down.

When this is fixed, I will be able to judge this mission properly.

I'm confused, Properly?

What's wrong with the engineers? Can you explain why they're bad? What's making the mission unplayable?

How do I make this mission retain it's difficulty if I remove the engineers?
Metaladon 27 Jan, 2019 @ 1:52pm 
Originally posted by Sntr:
Wave 5 drags on at some of the subwaves but the biggest gripe I have with this mission is the Engineerbots.

Seems like you've designed this entire mission around the engineerbots that plop an insta-building teleporter/sentry with barely any health
(which feels like a very odd design choice) and personally, you're better off having a regular Engineerbot rather than these guys with glass buildings (and the obvious fact that they can allow the boss to spawn pretty close to the hatch)

And like Interro said above, the miniscule payouts of the mission make this mission really miserable to play through (feels like we have to minmax everything to have a chance with this mission)

Time spent on Wave 5: 6 min 4 sec
Total success time in mission: 22 min 31 sec (72%)
Total time spent in mission: 31 min
Total wave time breakdown for: mvm_meltdown_rc4_adv_irradiated_automatons
[Victory] Time spent on Wave 1: 5 min 13 sec
[Victory] Time spent on Wave 2: 5 min 12 sec
[Victory] Time spent on Wave 3: 6 min 2 sec
[Failure] Time spent on Wave 4: 8 min 29 sec
[Skipped] Time spent on Wave 4: 0 sec
[Victory] Time spent on Wave 5: 6 min 4 sec
Total success time in mission: 22 min 31 sec (72%)
Total time spent in mission: 31 min

I will buff the money to 600-ish, and see how it goes.

Can you explain why the engies are bad?

How do I make it less of a grind? It's just as long as any other mission, and I don't think it's too difficult (I'm likely wrong, there are some tougher subwaves), so what do I fix? The types of robots? The volume of robots? What part of this mission makes it un-fun? How come I seem to find it fun, and my testers found it fun, but your testers don't?

Can I have the demo file? Maybe I can see what you're talking about better if I can use that.

PS: How should I go about fixing the missing Boss Icon? If it's not in the designated MM mission icon pack, and it's a one-off icon (not worth adding to the pack), should I just replace it with a generic boss icon, or the stock Giant Pyro icon, or something else?
Sntr 27 Jan, 2019 @ 2:23pm 
The issue with those Engineerbots is that while their buildings have -90% health, said building is constructed immediately when placed to the ground which means that the robots will also begin taking that teleporter immediately
(and killing them does very little when they have a cooldown time of 5 sec, you're basically not letting the players deal with Engineerbots and instead forcing them to ignore them when they start coming in)

Wave 5's 'grind' just comes from the subwaves lasting longer than necessary so it starts to feel like we're fighting the same bots over and over
Last edited by Sntr; 27 Jan, 2019 @ 2:24pm
Metaladon 27 Jan, 2019 @ 3:29pm 
Originally posted by Sntr:
The issue with those Engineerbots is that while their buildings have -90% health, said building is constructed immediately when placed to the ground which means that the robots will also begin taking that teleporter immediately
(and killing them does very little when they have a cooldown time of 5 sec, you're basically not letting the players deal with Engineerbots and instead forcing them to ignore them when they start coming in)

Wave 5's 'grind' just comes from the subwaves lasting longer than necessary so it starts to feel like we're fighting the same bots over and over

Thanks for the clarification.

I'll try and make the subwaves in wave 5 shorter, and make the teleporters build slower. After all, they are only supposed to occupy "machine" territory.
Metaladon 27 Jan, 2019 @ 8:06pm 
After reviewing the demo, I want to issue a sincere apology to anyone who had to suffer through that.

I can see that my testers on Sig's were better than I thought they were, and my mission has many large flaws:

Engies are oppressive. They will be nerfed to build teleporters much slower, and to not spawn sentries that even function.
The boss will be moved to it's own wave to prevent the engies teleporting it to the front.
Cash is opressive. Cash will be buffed 100$ starting and 100$ for every wave.
Spam is a problem. Waves relying heavily on Demos and Pyros will be nerfed.
All squaded Pyros will have thier airblasts removed to prevent the "massed anti-projectile ball"
Waves that lack diversity or are too homogeneous in structure will be rebalanced.

As for wave 1, somehow the engies broke and refused to spawn. I think it's a bug.

In general:

I learned a lesson. Don't push missions (and the people that test them) too hard, or you will get a reputation for being "that stupid idiot".
Metaladon 28 Jan, 2019 @ 7:35am 
Meltdown : Irradiated Automatons : V0.1.2 : https://drive.google.com/open?id=1jmy1FfTvlfkxjfTaDXAwjXHKPjnv2drf

Goals:

Fix the generally rough gameplay
Tweak the engineers.

General:

Added 100$ starting money.
Added 100$ to all wave payouts.

All grouped/squadded pyros cannot reflect.

Engies teleporters now build much more slowly.
Engineer sentries now do not fire.
Renamed engineers to inform players of what they're up against.
Engie building health buffed

W1:

Reworked support spawns:
Subwave now spawns a squad of 5 enemies; 2 demos, 3 pyros.
Subwave can only have 1 group active at a time.

Subwave reworked:
Soldier spawns now have a RandomChoice between Soldiers, Flare Pyros, and Heavyweight Champs.
Support volume buffed.
Giant Scouts now have a much higher MaxActive, but have a slower respawn time.
Nerfed the Giant Pistol Scout speed and health slightly.

W2:

Extended support on the Tanks.
Randomised Tank Path

Increased support respawn time.

W3:

Diverted 1 of the Tanks to the alternate Tank route.
Delayed the 2nd Tank and the Giant Crit Burst Fire Demoman by 10sec.
Added a RandomChoice Burst Fire Demomen to the Continuous Demoman wavespawn.

Buffed the Movement speed of the Gatling heavies.

W4:

Reworked spawning:
Giants now spawn much closer together.
Support is funneled into large "bursts" instead of being a constant stream.

Significantly reworked Artillery soldiers to be more of a ranged threat.
Tinkered with TotalCounts a bit.

Lowered MaxActive on support.

W5:

Reduced totalcount of Giant Scorch Shot pyros by 2.

Split the Boss into it's own wave.
Boss does significantly more building damage.
Boss damaged buffed 15%
Boss support amplified and diversified considerably.
Metaladon 29 Jan, 2019 @ 7:48am 
Meltdown : Irradiated Automatons : V0.1.3 : https://drive.google.com/open?id=1jmy1FfTvlfkxjfTaDXAwjXHKPjnv2drf

Goals:

Fix Dat Tank Bug
Polish for the first 2 waves.

W1:

Reduced support length.

Significantly upped MaxActive on bots.

W2:

Fixed the tanks not spawning correctly.
Metaladon 31 Jan, 2019 @ 7:23am 
https://drive.google.com/open?id=1jmy1FfTvlfkxjfTaDXAwjXHKPjnv2drf

Hotfix for Meltdown : Irradiated Automatons.
Metaladon 1 Feb, 2019 @ 6:18pm 
Meltdown : Irradiated Automatons : V0.2.3 : https://drive.google.com/open?id=1jmy1FfTvlfkxjfTaDXAwjXHKPjnv2drf

Goals:

Take a good, long look at how the missions feels, and balance accordingly.

Undocumented hotfix:

Halved MaxActive of W1:S2 bots.

General:

Reworked engies, AGAIN.
Added Spy support to waves 4,5 and 6.

W1:

Removed a support squad spawn.

Removed 2 spawns of Giant Pistol Scouts.

W2:

Reworked Pyro support spawning to try and keep pressure on the defenders without overwhelming them.
Extended support.

Decreased support respawn.
Giant Direct Hit soldiers now spawn right when the last one dies.

W3:

Reworked Burst/Continuous Demo spawning to spawn many enemies but cap out quickly.
Replaced normal Demos in Giant Crit Demoman's squad with Burstfires because it was annoying me.

Decreased respawn on Gatling heavies.
Increased squadsize to 5.
Decreased maxactive to 5.

W4:

Unsquadded Shotgun heavies to allow them to spread out and take less splash damage.
Gave giant shotgunners crits to make survival more of a priority.
Nerfed support shotgunner Total.
Decreased respawn between Giant Shotgunners.
Split spawn of 8 into 2 spawns of 4 that spawn instantly on top of eachother.

Gave the small Pyros Crits to allow for busting shield defences.
Made DF pyros the head of the squad to promote agressive tactics.

Decreased respawn between giants.
Increased support volume.
Decreased giant total by 2.

W5:

Turned squads to RandomChoice.
Added 2 DF pyros to the Giant Pyro Pusher.
Decreased respawn on support.
Extended support.

Decreased support respawn.
Increased TotalCount.

Buffed volume of Continuous Demos.
Buffed Giant Demo trio formation size.

W6:

Massivley buffed boss support.
Massivley increased boss HP.
Increased raw boss damage.
Buffed boss movement speed.
Buffed boss range.
Added engineers to the wave (just for that extra kick)
Metaladon 7 Feb, 2019 @ 8:48am 
Meltdown : Irradiated Automatons : V0.2.4 : https://drive.google.com/open?id=1jmy1FfTvlfkxjfTaDXAwjXHKPjnv2drf

Goals:

Fixes and polish.

W1:

Removed 1 spawn of support.

W2:

Removed a few spawns of pyros.

Giant Direct Hit soldier squads spawning reworked to spawn slightly more consistiently.

W3:

Giant Pyros now spawn with the bomb.
Removed several spawns of support.

Extended support.
Fixed phantom 10$

De-squadded Gatling heavies.

W5:

Fix there being way too few spawns of Giant Scorch Shot pyros.

Reduced the number of Crit Minigiant Demos spawning.

W6:

Boss now spawns with the bomb.
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Date Posted: 14 Jan, 2019 @ 8:31am
Posts: 28