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Demo: https://testing.potatomvm.tf/demos/mvm_skullcove_adv_call_of_cthulhu-1625018650.zip
Class Lineup
- Scout (Skin King)
- Soldier (CreatorForce)
- Pyro (Jurell)
- Demoman (Braindawg)
- Engineer (meatloaf)
- Medic (Bazooks)
- Make Heavy skills easy
[Crash]
- Replace Laser Blimp with Normal Blimp
- Remove Crit from Scout or Soldier Conch
- Decrease Damage Bonus from Cthulu
wave 1
heavies are now Easy and should be at shorter pause now
wave 2
loch demos no longer defy gravity and now aim at the body
wave 3
no more homing bows and laser blimp
wave 4
burst demos are now regular demos
wave 5
one less mind flyer and only scouts are crit
wave 6
cthulhu's damage is at 50% now
he now fires meteor spell every 35 seconds
Unfortunately due to the mid-wave crash we don't have the full demo, this one only starts at wave 5
Demo: https://testing.potatomvm.tf/demos/mvm_skullcove_adv_call_of_cthulhu-1625543619.zip
Class Lineup:
wave 3: engi bots no longer gum up the wave
laser blimp is back with 10k hp now
wave 6: Boss now summons skeletons with a delay of 20 now
-----------------------------
Sniper (washy)
Medic (CreatorForce)
Soldier (Jurrell)
Scout (A+drew)
Pyro (Skin King)
Engineer (royal)
-----------------------------
Demo Link: https://testing.potatomvm.tf/demos/mvm_skullcove_adv_call_of_cthulhu-1625633738.zip
-----------------------------
Wave 1
good wave
Wave 2
good wave
Wave 3
fix the blimp
Wave 4
good wave
Wave 5
replace the teleporter spells with bats spells
reduce the time of mono spell spawn on gpyros
Wave 6
make the giant support come first
wave 3: laser blimp readded
wave 5: teleport spells are now bats
along with mono spells now having a 20 sec delay and also having a store limit of 2
wave 6: giant support comes out first now
Demo: https://testing.potatomvm.tf/demos/mvm_skullcove_adv_call_of_cthulhu-1625888027.zip
Class Lineup:
wave 5: last sub wave is no more
Demo: https://testing.potatomvm.tf/demos/mvm_skullcove_adv_call_of_cthulhu-1626372818.zip
Class Lineup:
-Scout (Lazy)
-Soldier (Jurrell)
-Medic (washy)
-Engineer (Lysithea)
-Sniper (sneakspy)
-Demoman (Mystery Unknown One)
General Feedback
-Add ZombiesNoWave666
Wave 3
-Give the blimp these sounds, since normal tank sounds are jarring:
EngineLoopSound "npc\combine_gunship\dropship_engine_distant_loop1.wav" [$SIGSEGV]
PingSound "npc\combine_gunship\ping_search.wav" [$SIGSEGV]
-(washy) [blimp] should just do damage over time instead of instantly killing people with a questionable hitbox
Wave 4
-Remove one spawn from crit gsoldier + gauntlet subwave.
Wave 5
-First and last subwaves were pretty boring.
trigger_multiple
{
"targetname" "lsrhurt"
"origin" "-50 0 -287"
"mins" "-31 -31 -393"
"maxs" "31 31 263"
"startdisabled" "1"
"spawnflags" "1088"
"filtername" "filter_red"
"OnStartTouch" "!activator,sethealth,0,0,-1"
}
could probably be replaced with a trigger_hurt that can deal granular damage
ZombiesNoWave666 is added
Wave 3
fixed the blimp having tank sounds and made the laser not 1 hit
Wave 4
removed 1 giant crit soldier and a group of gauntlets
Wave 5
made the first and last subwave to be hopefully less boring
(Also improved upon wave 6 a little bit by adding a subwave before the boss)
------------------------
Soldier: (CreatorForce)
Sniper: (meatloaf97)
Scout: (A+drew)
Engineer: (Skin King)
Pyro: (owo inky)
Medic: (Package O' Lies)
------------------------
Demo link: https://testing.potatomvm.tf/demos/mvm_skullcove_adv_call_of_cthulhu-1626498339.zip
------------------------
Wave 2
replace giant jumpers with giant sandman scouts
Wave 3
remove crits on giant soldiers
Wave 5
remove 1 rapid fire
give crits scouts easy ai
Wave 6
give the boss alwaysglow 1
give crits scouts easy skill ai
Wave 2
giant jumping sandman scouts are now major league scouts
wave 3
crits are gone from the giant soldiers
wave 5
1 rapid soldier is gone and crit scouts are Easy skill
wave 6
boss now glows and has 65k hp crit scouts are Easy skill
Demo File[testing.potatomvm.tf]
Engineer (the fat)
Medic (RC Polygons)
Demoman (PDA Expert)
Soldier (roblox.fortknight.2015)
Scout (rafradek)
Mission showed no balancing issues, the only thing that prevented it's passing was a little bit of stragglers.