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Somario 25 Aug, 2021 @ 8:39am
[REJECTED] [MISSION] Underworld - No Man Cave
Difficulty: Intermediate

Custom Upgrades?: No

Re-balances to weapons and/or classes? No

Blacklisted upgrades, items, or classes? No

Other restrictions or major changes? No

Requests: I would like Yoovy or the fat or A+drew to be present on judging sessions
Last edited by LASER ACE; 11 Sep, 2021 @ 4:45pm
Originally posted by LASER ACE:
Strike 3

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.
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Showing 1-14 of 14 comments
Somario 25 Aug, 2021 @ 8:42am 
Download link for the first version:

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!
Somario 25 Aug, 2021 @ 8:44am 
Requests updated
randomguy 28 Aug, 2021 @ 3:24am 
just saying when judging on ur mission was tried the dropbox link had error of this:
Invalid populator 'NoCritPumpkins'
Invalid populator 'NoCritPumpkins'
Invalid populator 'NoCritPumpkins'
Invalid populator 'NoCritPumpkins'
Somario 28 Aug, 2021 @ 3:29am 
I will update it right now
Somario 28 Aug, 2021 @ 3:39am 
This should be the fixed of no pumpkin crit https://www.dropbox.com/s/e8j6ml9tncmnrw1/No%20Man%20Cave.zip?dl=0
Bazooks 28 Aug, 2021 @ 5:58am 
STRIKE
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
  • Scout (Bazooks)
  • Medic (totalnoob)
  • Engineer (Space Jockey / CreatorForce) Started having internet issues at the start of Wave 4, had to be replaced
  • Soldier (RomanPlayer22)

General Feedback
  • This mission is extremely stingy with money. No, adding $100 per wave won't cut it. Giving extremely limited money especially on an intermediate severely limits the bots you can send without it ending up ridiculous. This run did find a few subwaves too difficult for Intermediate.
  • Most of the subwaves are very slow with the spawns, especially the giant spawns. Having a WaitForAllDead, streams of endless support commons and a giant typically results in red chipping small bots off the bomb for a long time while waiting for the slow giant to come.
  • Most of the subwaves with giants and non-support commons often end up in the giant and common spawns being very de-synced and resulting in them only attacking one by one.
  • The following wave-specific feedbacks will only list the ones that were not covered by this section.

Wave 5
  • The explanation text is very unpleasant to read; it comes out of nowhere, it points to something not very relevant and sounds like it was spoken or written by a child that isn't very good at English.
  • "Conchistador" is "Conquistador" in English.
  • The boss is incredibly underwhelming regardless and feels like a lazy filler more than anything.

Wave 6
  • The obscene amount of incendiary robots makes scout, medic and especially spy incredibly painful to play; it's really not great playing those classes when everything sets you on fire.
  • Incendiary bots do not appear any different than normal bots aside from their relatively hard to spot unique projectile trails.
  • This wave was anticlimactic compared to the previous waves which are much more difficult.
Last edited by Bazooks; 28 Aug, 2021 @ 6:40am
Somario 29 Aug, 2021 @ 7:51am 
Hu hu hu. I must admit it. It was way too though to do those changes from that feedbacks, at least I have managed to do it. If you're reading this Bazooks, keep asking about me being so salty for hard feedbacks and getting my strikes lmao, because I am not acting like a kid as always.

So, here goes my changelogs for my mission:

General

- 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.

Wave 1

- Replaced Giant Demos with Giant Demoknights
- I forgot to give those Bowman easy skill, stupid me

Wave 2

- 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

Wave 3

-Removed 1 Giant Demoknight
-Replaced giant rapid fire soldiers with classic giant soldiers
-Lowered amount of spawning soldiers from 4 to 2

Wave 4

- 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

Wave 5

- 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

Wave 6

- 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
Somario 31 Aug, 2021 @ 6:29am 
Okay. I had to do some small changes so here we go:

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
Rile 31 Aug, 2021 @ 10:55pm 
Strike 2

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)

General Feedback:
  • The complaint for all six waves is pretty much the same: it's very easy, short, and boring. Needs a few more subwaves, and for the most part subwaves need more bots active at one time. It shaped up slightly towards the end but was still quite easy and unengaging.
Wave 3:
  • increase number of soldiers that spawn with gheavy.
Somario 1 Sep, 2021 @ 1:50am 
I see what you mean. I need to find some time to get some ideas in order to add another subwave and having more bots active at one time. And yeah, it felt very easy to be honest.
Somario 11 Sep, 2021 @ 7:41am 
Well. Guess it's time for changelogs

General

-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

Wave 1

- 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

Wave 2

- 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

Wave 3

- Replaced Sandmen Scouts with Blutsauger Medic
- Replaced Giant Heavy with Giant Deflector Heavy and is with 2 quick-fix medics in a squad

Wave 4

-The Giant Shotgun Heavies is in a randomchoice with different weapons. Same giant, but different weapons

Wave 5

Nothing

Wave 6

- 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

Final note before I will get rejected for the 2nd time

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.
Somario 11 Sep, 2021 @ 10:40am 
I mentioned that I missed an thing with the blutsauger medics, when they are spawned, they didn't fire so I decided to fix it up on the wave 3.

Download link for 3.1 version: https://www.dropbox.com/s/u1ll9ykreo1kehc/mvm_underworld_rc2_int_no_man_cave.pop?dl=0
A moderator of this forum has indicated that this post answers the original topic.
LASER ACE 11 Sep, 2021 @ 4:44pm 
Strike 3

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.
Rile 11 Sep, 2021 @ 4:48pm 
This mission has been given its third strike on 9/11/2021. As a result, this mission has been rejected.
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