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Potato's Custom MvM Servers potatomvm
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Nuq 15 Jan, 2019 @ 1:39pm
[PASSED] [MISSION] Casino City - Sketchy Swing
Name : Sketchy Swing
Map : Casino City
Difficulty : Advanced
Entry Type : Mission
Contributors : Nuke (me) and also this one motivational greek letter
Last edited by swordstone²; 17 Aug, 2019 @ 3:35pm
Originally posted by Nuq:
Last minute crutch
all of these needed for mission to pass and no retest
https://drive.google.com/open?id=1ZKDndO3gWTfTlXPlcJRsYJSVw5YMqzYK

Fixed Snipers on W2
Unstacked Crit Icons on W7
gut a subwave on W8 to keep it closer to 30 minutes
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Showing 1-15 of 15 comments
Nuq 15 Jan, 2019 @ 1:40pm 
v1

https://drive.google.com/open?id=1ZKDndO3gWTfTlXPlcJRsYJSVw5YMqzYK

Custom Icons provided:
chip - implicit requirement for Casino City mission
demo_clusterbomb_single - a single pill of Iron Bomber, version of demo_clusterbomb
sniper_headshot - EH sniper icon, is used in Canteen Crasher
scout_pocketpistol - heal(onkill/onhit) pistol scout icon, used in Canteen Crasher

Only restriction was "No Gas Passer" but it should've been obvious; provide demo if I'm absent from test
Last edited by Nuq; 15 Jan, 2019 @ 1:46pm
Jakapoa 20 Jan, 2019 @ 1:47pm 
W1:
Ends slowly.
Reflect icon on normal pyros.

W2:
Swap the flare pyro subwave with the super scout subwave.
Reduce the firerate of the SS pyros / reduce the rapidfire knockback.
Replace both the fast super scouts and armoured super scouts with regular health/regular speed super scouts.

W3:
Save the frames and remove rings of fire from huo-longs.

W4:
Fix soldier speed.
Fix icons.
Remove uber from shield meds.
Eoi pyros. No.
Fix gas gann spawning siise
End of the wave is a grind. Shorten and add an extra giant.

W8:
Entire wave needs to be toned down.
You need more WaitForAllDead.... everywhere.

https://potato.tf:27147/mvm_casino_city_b6_adv_sketchy_swing_1548015299.dem
Nuq 19 Apr, 2019 @ 11:37am 
W O A H (c) Bandicoot
I updated it
v2
only took 4 monthes or so
I have to judge and uni and stuff

I adressed issues, all written for sure

https://drive.google.com/open?id=1ZKDndO3gWTfTlXPlcJRsYJSVw5YMqzYK

Changelog:
I legit don't recall but I adressed all written issues
like I legit don't okay

Restrictions:
Please have me on testing/judging
Last edited by Nuq; 19 Apr, 2019 @ 11:41am
Jakapoa 19 Apr, 2019 @ 3:26pm 
Balance issues:
W4:
Too much active at once. Tone down all the heavies.
KGBs last too long.

W5:
Phlog pyros last way too long.

W6:
Tone down the stats of the golden bots. That should hopefully fix most of the issues.

W8:
Lower boss health by 10k.

Pacing issues:
Total wave time breakdown for: mvm_casino_city_b6_adv_sketchy_swing [Victory] Time spent on Wave 1: 3 min 48 sec [Victory] Time spent on Wave 2: 4 min 7 sec [Victory] Time spent on Wave 3: 3 min 46 sec [Victory] Time spent on Wave 4: 8 min 30 sec [Victory] Time spent on Wave 5: 8 min 13 sec [Victory] Time spent on Wave 6: 7 min 42 sec [Victory] Time spent on Wave 7: 5 min 2 sec [Victory] Time spent on Wave 8: 7 min 2 sec Total success time in mission: 48 min 10 sec (100%) Total time spent in mission: 48 min 10 sec
So anything here above 4 minutes needs to be reduced. 8 waves with 4 minutes each is exactly 32 minutes. Just cut the length of most subwaves in half.
https://demos.potato.tf/mvm_casino_city_b6_adv_sketchy_swing_1555707362.dem
Last edited by Jakapoa; 19 Apr, 2019 @ 3:27pm
DaanBox 19 Apr, 2019 @ 3:32pm 
Here's your 147mb worth of demo: https://demos.potato.tf/mvm_casino_city_b6_adv_sketchy_swing_1555707362.dem

Total wave time breakdown for: mvm_casino_city_b6_adv_sketchy_swing
[Victory] Time spent on Wave 1: 3 min 48 sec
[Victory] Time spent on Wave 2: 4 min 7 sec
[Victory] Time spent on Wave 3: 3 min 46 sec
[Victory] Time spent on Wave 4: 8 min 30 sec
[Victory] Time spent on Wave 5: 8 min 13 sec
[Victory] Time spent on Wave 6: 7 min 42 sec
[Victory] Time spent on Wave 7: 5 min 2 sec
[Victory] Time spent on Wave 8: 7 min 2 sec
Total success time in mission: 48 min 10 sec (100%)
Total time spent in mission: 48 min 10 sec

General
-There's simply put too many bots. While pacing is appropiate, if it still takes anywhere from 4-5 minutes when holding front that will still amount to a long time with 8 waves (32-40min) in a best case scenario, not to mind the occasional loss or upgrade session.
It has to be take into consideration the time it'll take even when falling back, which is kind of inevitable on an expert.
You feared that it'll become too short when holding front, but I'd argue the faster time to completion is a bit of reward you get for being thusly skilled to hold front throughout all of that. Besides that I don't fear it will become unnacceptably short if you do hold front succesfully.
Any wave that's reaching 7+ minutes could do with a good culling in bots, so why not go Thanos on their ass and erase ~50% of them so it all balances out.
Last edited by DaanBox; 19 Apr, 2019 @ 3:33pm
Nuq 6 May, 2019 @ 11:22pm 
Oh fak I forgot to update it or something

https://drive.google.com/open?id=1ZKDndO3gWTfTlXPlcJRsYJSVw5YMqzYK

TL;DR nerfed W4-6
helped a little bit extra timing here and there so you shouldn't be pushed much off front
(if that won't help I will start working at TotalCounts for sure)
and cut boss by like 15k to be safe

... I took me three weeks to upload, I am a big dumb

Restrictions:
Have me on judging
No Heavy
Sntr 11 Jun, 2019 @ 2:36pm 
You managed to cut out about 10min out of the running time of this mission
I'm starting off with this because that is one impressive feat

w1
bit of a slow end with the pyros, there

w2
cut one tank and the giant medics from the last two giant soldiers
you probably could have them show up a bit earlier to back up the 10k tank, too?

w3
remove qf meds from giant scouts
maybe remove the giant scorch pyros?

w7
you probably can cut the crit bonks at the end

w8
considering how long the mission already gets, you probably could cut this wave out entirely
doesn't hold up much to the prior wave imo

Here's your split of the pot: the demo file.[demos.potato.tf]

Total wave time breakdown for: mvm_casino_city_b6_adv_sketchy_swing [Victory] Time spent on Wave 1: 3 min 36 sec [Victory] Time spent on Wave 2: 5 min 27 sec [Victory] Time spent on Wave 3: 5 min 7 sec [Victory] Time spent on Wave 4: 4 min 50 sec [Victory] Time spent on Wave 5: 3 min 57 sec [Victory] Time spent on Wave 6: 3 min 53 sec [Failure] Time spent on Wave 7: 3 min 55 sec [Victory] Time spent on Wave 7: 5 min 18 sec [Victory] Time spent on Wave 8: 6 min 22 sec Total success time in mission: 38 min 30 sec (90%)
DaanBox 11 Jun, 2019 @ 2:45pm 
also W3:
Why were the scorchshots sooo sloooow. I am not sure if they were supposed to be aiding the flareguns but with the scorch's speed they just end up eating the flare's dust, get left alone and become easy pickings.
Last edited by DaanBox; 11 Jun, 2019 @ 2:45pm
Nuq 17 Jul, 2019 @ 3:54am 
Oh uh
Yea I am not dead (am pretty close morally but what can you do)
https://drive.google.com/open?id=1ZKDndO3gWTfTlXPlcJRsYJSVw5YMqzYK

> Decreased Speed on MiniBoss chip robot by 33% (to 100% aka pyro/engi/sniper speed)
> Renamed Soldipers to Not-So-Direct-Hit Snipers [apparently that portmanteau wasn't good enough]

> W1: Cut 3 Dragon Fury Pyros
> W1: Cut 1 pyro Giant that relied on MaxActive 1 and staggered the wave

> W2: Removed 2nd tank (money from it went to 1st tank so it should make it easier that way too)
> W2: Replaced all Conch soldiers with Burst Fires (yes, I axed double damage of template)

> W3: Halved Shortstop count, rejigged some money to giants
> W3: Added extra 12-16 seconds of WaitBeforeStarting to Major Leagues/Super Scouts
> W3: Halved TotalCount on all Giant Pyro (now it's 4 giants, two per type)

> W5: Removed 6 pyros and 12 frogs to keep wave from dragging on much (money rejigged to earlier in wave)

> W7: Decreased speed of Tanks to 135, they don't fall through hatch anymore, and decrease dps req by 10%
> W7: Decreased spawnrate of Super Scouts by 33% (2 every 5s to 2 every 7.5s)
> W7: Cut 18 scouts from end of the wave

> W8: Decreased TotalCount by a 1/4-1/3
> W8: Made boss spawn sounds louder
> W8: Introduced proper heavy_deflector_giant.vmt because it's all gettin' trunkated now

If it is possible, delaying judging/pre-judging till this weekend so I can get on
Last edited by Nuq; 17 Jul, 2019 @ 4:09am
skg 8 Aug, 2019 @ 1:23pm 
Sketchy Swing

W1:
Remove 5 DF Pyros

W3:
Remove 4 giant scouts, we were stuck waiting on them for a while. Also why do they have 1200 hp? They're not super scouts.
Flare giant ending was kinda lackluster.

W5:
Either change the shield meds to a different med or remove the crits from the sticky demos. Also give them passive weapon grenade launcher so they dont spin around like morons.

W7:
Remove like 6-7 super scouts and ~20 bonks

W8:
Giant banner soldiers need the deploy time fix
Give your boss an actual name :^)

Total wave time breakdown for: mvm_casino_city_b6_adv_sketchy_swing
[Victory] Time spent on Wave 1: 2 min 21 sec
[Victory] Time spent on Wave 2: 3 min 49 sec
[Victory] Time spent on Wave 3: 5 min 19 sec
[Victory] Time spent on Wave 4: 5 min 1 sec
[Victory] Time spent on Wave 5: 4 min 44 sec
[Victory] Time spent on Wave 6: 4 min 37 sec
[Victory] Time spent on Wave 7: 5 min
[Victory] Time spent on Wave 8: 5 min 56 sec
Total success time in mission: 36 min 47 sec (100%)
Total time spent in mission: 36 min 47 sec

https://demos.potato.tf/prejudging/mvm_casino_city_b6_adv_sketchy_swing_1565292802.dem
Nuq 8 Aug, 2019 @ 3:43pm 
Big and Mean
https://drive.google.com/open?id=1ZKDndO3gWTfTlXPlcJRsYJSVw5YMqzYK

it's 1:37 here and I still want to test it with pubs
TL;DR
pyros on W1 shouldn't hang

W2 a bit easier now since crits are gone, and so are giant meds

W3 timing reworked completely to be what it should've been day 1 cause I'm an idiot
Giant Pyro walks faster

W4 : bots not tied to giant cut to 3/4 so wave doesn't get over 5minute mark

W5: Removed shield off sco-res medics

W7: changed last subwave to be a bit faster, and transition a bit more sharply to grab people's attention

W8: fixed banner bug
Nuq 8 Aug, 2019 @ 5:42pm 
ok nvm serious update 2
changed W3 pacing to be more forgiving

thanks pubs for that
https://drive.google.com/open?id=1ZKDndO3gWTfTlXPlcJRsYJSVw5YMqzYK
let's hope it doesn't drag on like attempts before
Nuq 11 Aug, 2019 @ 1:32pm 
Can this mess get any more messier
https://drive.google.com/open?id=1ZKDndO3gWTfTlXPlcJRsYJSVw5YMqzYK

BT done big oof to this mission

Names added for most robots
Fixed Stickybomb demos going full "You Spin Me Round" mode
W3 - cut 3 giants scouts
W4 - cut the last subwave, wave now edns on tank+gauntlet push
W5 - pyro squads now tied to WaitForAllDead, so it shouldn't be BT problematic
W6 - slight nerfs to all robots all over the board, stats on giants specifically, and Tommies are Easy now
W6 - cut all TotalCounts of small robot subwaves by a third (let's hope this doesn't horrifically backfire in some way)

P.S. Night shift, if you want to run this, you need 2 judges to pass this shite so
Last edited by Nuq; 11 Aug, 2019 @ 2:16pm
A moderator of this forum has indicated that this post answers the original topic.
Nuq 12 Aug, 2019 @ 11:14am 
Last minute crutch
all of these needed for mission to pass and no retest
https://drive.google.com/open?id=1ZKDndO3gWTfTlXPlcJRsYJSVw5YMqzYK

Fixed Snipers on W2
Unstacked Crit Icons on W7
gut a subwave on W8 to keep it closer to 30 minutes
swordstone² 17 Aug, 2019 @ 3:35pm 
Posting here for posterity: as of 8/12/2019, this mission has been accepted into Madness vs. Machines.
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Date Posted: 15 Jan, 2019 @ 1:39pm
Posts: 15