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Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
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Bazooks 3 Mar, 2022 @ 5:02am
[ACCEPTED] [MISSION] Steep - Seismic Shakeout
Difficulty: Int

Custom upgrades: None

Custom weapons: None

Are players giants: No

Lose Condition: VIP dies more times than the wave lets you

Balance Changes: None

Requests: None
Last edited by Dr. Cactus; 2 May, 2022 @ 2:23pm
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Showing 1-11 of 11 comments
LASER ACE 6 Mar, 2022 @ 3:19pm 
Demo: https://testing.potato.tf/demos/mvm_steep_rc3a_int_seismic_shakeout_judge-1646596955.zip

Strike, Pass, or No Strike?: No Strike

Run 1/3

Team Lineup:
  • A+Drew (Scout)
  • LASER ACE (Pyro)
  • Yuugi Hoshiguma (Demoman)
  • MIKObscura (Engineer)
  • Hell-met (Medic)
  • CuriousTommy (Spy)

General Feedback:
  • A lot of the same problems with the VIP (bomb carrier) carry over from the other steep mission mentioned in this discussion still carry other to this mission.
  • This mission is also an appropriate difficulty for the most part, although it's a bit difficult to tell for certain waves (especially the pacing) considering we were using (generally) bad loadouts.
  • For the waves with giant demoknights, it's strange for them to guard the bomb since all they can do is easily kill your VIP if they stack. It would be better for them to attack players instead (or balance it out between bomb duty and attacking players).

Wave 3:
  • Had some weird pacing with the spawns of the smg snipers. Left a lot of time where there was nearly nothing to do.

Wave 5:
  • The giant rapid fire direct hit soldier icon looks crusty and blurry for me. Worth double checking to see if the icon wasn't made properly.
  • This wave had a difficulty spike compared to other waves, although that was likely because of our choice of weapons (no effective crowd control to save our VIP from the pyro and demo bot groups)

Wave 6:
  • Has a similar difficulty spike to wave 6, which only manifests at the beginning and the wave becomes a lot easier.
Braindawg 8 Mar, 2022 @ 8:35am 
Demo: https://testing.potato.tf/demos/mvm_steep_rc3a_int_seismic_shakeout_judge-1646677569.zip

Strike, Pass, or No Strike?: No Strike

Run 2/3

Team Lineup:
Note: this mission was run with 5 players
  • Scout (yuugi)
  • Soldier (Myself)
  • Pyro (Seelpit)
  • Heavy (Soggy Flaps)
  • Engi/Medic/Sniper (Mudun)

General Feedback:
  • Not a big fan of using waitforalldead to disable the progression blocking barriers. On wave 1 and wave 2 we ended up stalling for a little bit because a random scout/demoknight ran off and took his time getting to us. There's also the rare off chance a bot will get stuck somewhere, stalling the wave forever.
  • Agent Bohm is a little too fast at the end, while it is pretty funny it does look weird to see a bomb spy running at mach 9.

Wave 2 and 3:
  • Even for intermediate, these waves feel a bit hollow and short. Lots of lone giants, lots of dead time. Wave 3 specifically feels like normal with the lone giant charged soldiers and a very easy to kill pile of smg snipers.

Wave 4:
  • A similar problem to wave 2 and 3. Starts out pretty good with the snipers and demoknights, then there's basically no enemies until you reach the hatch

Wave 5:
  • Extreme and sudden difficulty spike compared to the previous waves across the board. gauntlets are super spongey and agent bohm can get melted pretty quickly here. This is probably fine though if wave 2 3 and 4 are beefed up a bit.
Dr. Cactus 10 Mar, 2022 @ 11:35am 
Demo: https://testing.potato.tf/demos/mvm_steep_rc3a_int_seismic_shakeout_judge-1646880443.zip
No Strike

Run 3/3
Team Lineup:
  • Engineer - Braindawg
  • Medic - Dr. Cactus
  • Demo - washy
  • Soldier - Skin King
  • Sniper - Fedora McFedorason
  • Spy - Quantum Apple
Overall changes
Barriers need to come down sooner and not as the end of the subwave, the team was constantly stopped and for long periods of time as we spawncamped a majority of the subwave, for multiple subwaves

Money being dropped behind the barriers is unpickupable, add trigger_hurts behind them

Add a disclaimer that ubering Bomb bot will make him walk backwards to the beginning of the mission

Add a noticeable hat to make him stand out more, at your discretion
Braindawg 10 Mar, 2022 @ 6:17pm 
No Strike

Mission is in a very good state overall. Will most likely be passed in the next set of judging runs after feedback has been addressed.
Last edited by Braindawg; 10 Mar, 2022 @ 6:17pm
Bazooks 18 Mar, 2022 @ 4:13am 
V2
https://testing.potato.tf/tf/scripts/population/mvm_steep_rc3a_int_seismic_shakeout_judge.pop
General:
-Added RemoveBlueVelocityLimit
-Enabled blu player reanimators
-Enabled blu medi gun shield damage
-Prevented players from spawning on the bottom spawn
-Added an additional upgrade station
-Most barriers that wait for commons to be all dead now wait for them to all spawn instead

Wave 2:
-Replaced Bowmen with SMG Snipers

Wave 3:
-Replaced SMG Snipers with Soldiers

Wave 4:
-Half of the Giant Demoknights in the final subwave now go for players instead

Wave 5:
-Reduced the amount of Steel Gauntlets
damno 20 Mar, 2022 @ 12:59pm 
Demo: <demo link> https://testing.potato.tf/demos/mvm_steep_rc3a_int_seismic_shakeout_judge-1647802280.zip

Strike, Pass, or No Strike?: Pass

Run 1/3

Team Lineup:
  • DaMno (Medic)
  • Hell-met (Heavy)
  • Sntr (Soldier)
  • Pacote (Engineer)
  • Braindawg (Scout)
  • Dylan_is_legend (Sniper)

General Feedback:
  • No complains, very good mission, the only thing that can be added is auto money collect behind barriers, we couldnt collect it, waves are smooth and fun.
Last edited by damno; 20 Mar, 2022 @ 1:00pm
MIKObscura 21 Mar, 2022 @ 10:23am 
Demo: https://testing.potato.tf/demos/mvm_steep_rc3a_int_seismic_shakeout_judge-1647881109.zip

Strike, Pass, or No Strike?: Pass

Run 2/3

Team Lineup:
  • MIKObscura (Pyro)
  • Yuugi Hoshiguma (Scout)
  • Braindawg (Engineer)
  • Sntr (Demoknight)
  • Mudun (Demoman)
  • RomanPlayer22 (Soldier)

General Feedback:
  • Very good overall, it's good to pass although it needs a few minor changes

Wave 3:
  • The big bursts of Soldiers are a bit much, the amount of them is probably fine but you should make them come in smaller groups so players don't get instantly blasted from around a corner
  • These Soldiers also seem to not have random crits disabled, might want to fix that
Lemonée 24 Mar, 2022 @ 8:56pm 
Demo:
https://testing.potato.tf/demos/mvm_steep_rc3a_int_seismic_shakeout_judge-1648100691.zip

Strike, Pass, or No Strike?: Pass With Changes

Run 3/3

Team Lineup:
  • Scout (Lemonee)
  • Heavy (herus)
  • Soldier (DrCactus)
  • Engi (UltimentM)
  • Medic (DaMno)
  • Spy (consulcast)

General Feedback:
  • A good reverse intermediate. I think it is more or less ready for the event.
  • Perhaps add some text informing players that there is no infinite ammo or metal in this mission. This fact will probably be self-evident once the wave starts but most other reverses do not have limited ammo and this is an intermediate.
  • Add trigger_hurt behind the barriers so cash doesn't burn up where the team can't reach.
  • Remove robot footsteps if possible.
  • The mission was quite short overall, totalling up to around ~11 minutes of playtime. This is partially excusable as this is an Oil Spill-esque introduction to the reverse format but it's something to keep in mind.
Bazooks 24 Mar, 2022 @ 11:17pm 
V3
https://testing.potato.tf/tf/scripts/population/mvm_steep_rc3a_int_seismic_shakeout_judge.pop
General:
-Added automatic money collection for cash piles dropped behind barriers

Wave 3:
-Fixed small Soldiers being able to random crit
Last edited by Bazooks; 24 Mar, 2022 @ 11:17pm
Braindawg 22 May, 2022 @ 6:53pm 
ACCEPTED SUBMISSIONS:

If you've already made a complete asset pack for your mission with all of the custom files included, and your mission is prefixed _rev_<difficulty>_, you can safely ignore this.

Now that your submission has been accepted, we will need all of the assets included with it compiled into one ZIP file.

Along with custom icons, popfiles, and map files, please include any other files this mission may depend on. Models, sounds, custom upgrade station files, etc.

Some custom assets are used in a wide variety of missions and do not need to be included. You do not need to include the following:

  • Custom upgrade station model
  • Red tank model
  • Spawn point indicators
  • Hatch blocking forcefield
Make sure your popfile name is correct! Popfile naming for this event is as follows:

<map name>_rev_<difficulty>_<mission name>.pop

Example:

mvm_decoy_rev_adv_coolmission.pop
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