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https://www.dropbox.com/s/e8j6ml9tncmnrw1/No%20Man%20Cave.zip?dl=0
Well. This mission is with NoZombiesWave 666, TextPrintTime 0 and NoCritPumpkins 1. Hope this mission won't have any problems with any subwaves. I will be waiting for any feedbacks!
Invalid populator 'NoCritPumpkins'
Invalid populator 'NoCritPumpkins'
Invalid populator 'NoCritPumpkins'
Invalid populator 'NoCritPumpkins'
ONE!
Demo: https://testing.potato.tf/demos/mvm_underworld_rc2_int_insidious_infiltration_juj-1630145636.zip The incorrect naming is due to the original upload having parsing error, so the demo name got a stroke
Class Lineup
So, here goes my changelogs for my mission:
- I had to make sure the cash payout should be good enough, but as you said with the 100$ thing, I always know that it won't cut. So I had to do those changes for these waves below.
- Replaced Giant Demos with Giant Demoknights
- I forgot to give those Bowman easy skill, stupid me
- Replaced soldiers with scattergun scouts with skill easy
- Removed giant charged soldiers
- I have managed to separate those 2 giant flare pyros, so the giant pyro will have a spawncount 1 and maxactive1
- For support robots: MaxActive count has changed from 10 to 4 and SpawnCount from 5 to 4
-Removed 1 Giant Demoknight
-Replaced giant rapid fire soldiers with classic giant soldiers
-Lowered amount of spawning soldiers from 4 to 2
- Removed Conch Soldier
- Replaced Direct Hit Soldiers with basic Soldier, same goes with the giant ones
- Giant Shotgun Heavy has a maxactive count from 2 to 1
- Removed the explanation thing and the boss one, because it was an stupid idea.
- Removed 4 Steel Gauntlets and those ones are on the first subwave, once they got killed, the 2nd subwave will start to spawn
- Removed the demoknights and made the totalcount 25, maxactive 5 and spawncount 5 for black box soldiers.
- Replaced Heavies with Demomen
- Reworked on those last 2 subwaves: They will spawn FaN Scouts, Bonk Scouts and Giant Non-Charged Soldiers
- The last subwave was entirely replaced and that is: Giant Burst Fire Incendiary Soldier with Classic Giant Burst FIre Soldier, Ignite Bowman , Heater Heavy and Burning Demoknight are replaced with Flare Gun, Soldiers and Demoknights with skill easy
- Also the 4 medics has been added in a spawn with the giant burst fire soldier
Download link for the second version: https://www.dropbox.com/s/u1ll9ykreo1kehc/mvm_underworld_rc2_int_no_man_cave.pop?dl=0
Wave 2: The count for waitbetweenspawn has been added with 5 for the giant flare pyros
Wave 4: Giant Shotgun Heavy has now Expert Skill
Wave 6: Gave crits to giant charged soldiers and it won't be non-charged anymore and switched the subwaves: the scout subwave for the tank and the demo heavy subwave for the giant charged soldiers.
Download link for 2.5 version:
https://www.dropbox.com/s/u1ll9ykreo1kehc/mvm_underworld_rc2_int_no_man_cave.pop?dl=0
Demo: https://testing.potato.tf/demos/mvm_underworld_rc2_int_no_man_cave_juj-1630473880.zip
Class Lineup:
-Sniper (Jurrell)
-Scout (washy)
-Soldier (watermelon)
-Engi (RC Polygons)
-All of the small robots and giant ones doesn't have easy skill anymore. And now the small robots has normal skill and giant ones with expert skill and it won't be super easy anymore
- The scouts are spawning now with a randomchoice between melee scouts and scattergun scouts
- The giant demoknight is now on the first subwave and it's not on the 2nd ones anymore, and now it's the giant rapid fire demoman
- Flaming axe pyro was replaced with Denomen
- Added Giant SMG Snipers on 2nd subwave
- Replaced Giant Flare pyros with giant phlog pyros and Heavyweight Champs with a randomchoice between Pyro and SMG Sniper
- Replaced Sandmen Scouts with Blutsauger Medic
- Replaced Giant Heavy with Giant Deflector Heavy and is with 2 quick-fix medics in a squad
-The Giant Shotgun Heavies is in a randomchoice with different weapons. Same giant, but different weapons
Nothing
- The 2 giant charged soldiers has been moved from 2nd subwave to first ones
- Added a Giant Deflector Heavy on second subwave
Download link for the third version: https://www.dropbox.com/s/u1ll9ykreo1kehc/mvm_underworld_rc2_int_no_man_cave.pop?dl=0
Seems like this operation is going to be ready, because we almost reached at 40 missions and all of the submissions is going to be rejected all of them! I know saying goodbye won't do anything. At least I participated on any submissions and I have some dignity if I will get rejected or something. All I need is to enjoy the other missions from the campaign. Thank you.
Download link for 3.1 version: https://www.dropbox.com/s/u1ll9ykreo1kehc/mvm_underworld_rc2_int_no_man_cave.pop?dl=0
Demo url: https://testing.potato.tf/demos/mvm_underworld_rc2_int_no_man_cave_juj-1631400575.zip
Scout (A+Drew)
Soldier (LASER ACE)
Pyro (Jurrel)
Engineer (Average MvM Enjoyer)
General Feedback
-This mission still has the exact same complaints as the previous judging session. The main problem is that it's too easy, even with 4 people who are trash testing, which leads to many other problems (such as poor pacing.) The difficulty is also inconsistent (first one which comes to mind is the end of w2, with the giant deflector heavy.)
-(LASER ACE) This is a personal complaint, so I decided to include it separately as part of the feedback provided. There's little variety between bots, and if I recall correctly, the only custom bot was a blutsauger medic on w2.
Wave 2
-The ending with the giant deflector heavy is much harder in difficulty compared to the rest.