STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
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Bazooks 3 Mar, 2022 @ 4:46am
[ACCEPTED] [MISSION] Steep - Sentinel Searing
Difficulty: Adv

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 1-12 of 12 comments
LASER ACE 6 Mar, 2022 @ 2:46pm 
Demo: https://testing.potato.tf/demos/mvm_steep_rc3a_adv_sentinel_searing_judge-1646594622.zip

Strike, Pass, or No Strike?: No Strike

Run 1/3

Team Lineup:
  • A+Drew (Scout)
  • LASER ACE (Soldier)
  • MIKObscura (Demoman)
  • Yuugi Hoshiguma (Heavy)
  • Hell-met (Engineer)
  • Curious Tommy (Medic)

General Feedback:
  • Overall the mission had some weird pacing and difficulty problems, feeling more like an intermediate mission with the classes we were playing with and the bot choice for some of the waves. To boot, a lot of bots came in large groups, and they all died quickly, leaving a lot of time where nothing was really happening.
  • The mission was also quite short in comparison to other missions (18 minutes long) because of the reasons mentioned above.
  • The VIP (dedicated bomb carrier) speed buff is quite insane and overkill. Sometimes the VIP got stuck on certain geometry or slipped off ledges due to the high speed. Consider reducing it.
  • Since this team featured a medic (who running kritz) and heavy, all the giants on every wave were melted very quickly. I'd recommend waiting for the next judging run before changing the giant robots.

Wave 1:
  • This wave in general was very easy, and there wasn't a whole lot to do. Even as an introductory wave, it was quite slow.

Wave 2:
  • Good wave, no issue with this one.

Wave 3:
  • The red engibots which appeared later in the wave felt very pointless since they never had the time to build and spent most of their time wandering helplessly until they get shot and killed.

Wave 4 and 5:
  • Alright waves, not much to say about these 2.

Wave 6:
  • Started out strong, but the bots ended up getting steamrolled towards the end of the wave.

Wave 7:
  • Nothing to add about this wave either.
Braindawg 9 Mar, 2022 @ 2:24pm 
Demo:https://testing.potato.tf/demos/mvm_steep_rc3a_adv_sentinel_searing_judge-1646857715

Strike, Pass, or No Strike?: No Strike

Run 2/3

Team Lineup:
  • Skin King (Scout)
  • Yuugi (Pyro)
  • Myself (Heavy)
  • Seelpit (Engineer)
  • Keiki (Medic)
  • Mudun (Sniper)

General Feedback:
  • Agent Bohm might be a little too fast at the end
  • Overall pretty easy for an adv mission.
  • BLU players take very high knockback at times according to Yuugi, not sure if this is a mission issue or what though.


Wave 1, Wave 2, and Wave 3:
  • Pretty easy and short for advanced
  • Add giants to the pyro/med subwave on W3

Wave 4, Wave 5:
  • Similar problem to the previous waves, nothing really threatening on these waves.

Wave 6:
  • One of the walls waits for a subwave of bat scouts to completely be killed before progressing, and also holds up another subwave. I would make this waitforallspawned instead

Wave 7:
  • Big difficulty spike compared to the previous waves, buffing the previous waves however would probably alleviate this.

Note: This run had a med+heavy and EH sniper, definitely take that into consideration when buffing the earlier waves.
Dr. Cactus 10 Mar, 2022 @ 11:34am 
Demo: https://testing.potato.tf/demos/mvm_steep_rc3a_adv_sentinel_searing_judge-1646882543.zip
No Strike

Run 3/3
Team Lineup:
  • Engineer - Braindawg
  • Heavy- Dr. Cactus
  • Demo - washy
  • Soldier - Skin King
  • Pyro/Medic/Spy on last wave - Fedora McFedorason
  • Scout - Quantum Apple

Wave 4
Ending subwave should be spawning faster, Giant Demos and Brass heavies sit in spawn and don't do much, more time was spent waiting for them to exit spawn protection. Eventually the bomb bot capped anyways.

The pacing for the rest of the mission is good

General Feedback
Money 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 @ 6:19pm 
No Strike

Will need some more changes compared to the intermediate mission to be passed, with many sections of the mission being too easy. That being said, this mission could definitely pass in the next set of judging runs.
Bazooks 18 Mar, 2022 @ 4:11am 
V2
https://testing.potato.tf/tf/scripts/population/mvm_steep_rc3a_adv_sentinel_searing_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

Wave 3:
-Added an additional Giant Rapid Fire Soldier, and made them spawn faster
-Pyros now have AlwaysCrit

Wave 5:
-Bowmen can no longer headshot
Braindawg 21 Mar, 2022 @ 8:55am 
posting on Cactus' behalf, I was not present

Demo Link: https://testing.potato.tf/demos/mvm_steep_rc3a_adv_sentinel_searing_judge-1647743999.zip

Pass!

Run 1/3
Team Lineup:
  • Medic - DaNmo
  • Soldier- Dr. Cactus
  • Scout - Consulcast
  • Pyro - Hell-met
  • Demo/Pyro/Scout on last wave - Quill
  • Engineer - Tragic Fool Bus

General
  • Waves are well-paced, albeit on the easy side.
  • Consider adding "voice pitch scale" 0 to all red giants, as to stop them from constantly using human pain grunts.

Final Wave
  • Consider changing the Crit Brass Beast bots to use normal AI, or randomchoice between Easy - Expert.
  • The barrage of unstoppable ultra lasers x12 is otherwise kinda silly, but acceptable since it's the final wave, and not much else is going on.
Last edited by Braindawg; 21 Mar, 2022 @ 8:57am
Braindawg 23 Mar, 2022 @ 8:52am 
Demo: https://testing.potato.tf/demos/mvm_steep_rc3a_adv_sentinel_searing_judge-1647878662.zip

Strike, Pass, or No Strike?: Pass

Run 2/3

Team Lineup:
  • MIKObscura(Scout)
  • Yuugi (Soldier)
  • RomanPlayer22 (Pyro/Soldier)
  • Quill until w3, Sntr w3 onward (Demo/Pyro, then Medic)
  • Myself (Sniper)
  • Mudun (Spy/Engi)
General Feedback:
  • There are many BLU icons that should use red variants instead, such as kgb and shotgun heavies.
Wave 3:
  • While our team did consist of less experienced players, the crit phlogs vs agent bohm are pretty brutal for people that are less experienced. Maybe add 2 or 3 more carriers
Lemonée 24 Mar, 2022 @ 8:51pm 
Demo:
https://testing.potato.tf/demos/mvm_steep_rc3a_adv_sentinel_searing_judge-1648101973.zip

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

Run 3/3

Team Lineup:
  • Pyro (Lemonee)
  • Heavy (herus)
  • Demo (DrCactus)
  • Engi (UltimentM)
  • Medic (DaMno) (left midway)
  • Spy (consulcast)

General Feedback:
  • Add trigger_hurt behind the barriers so cash doesn't burn up where the team can't reach.

Wave 7:
  • The Crit Brass Beast Heavies still shredded teams and will likely stump randoms. Reduce the potency of this subwave.
Last edited by Lemonée; 24 Mar, 2022 @ 8:56pm
Bazooks 24 Mar, 2022 @ 11:17pm 
V3
https://testing.potato.tf/tf/scripts/population/mvm_steep_rc3a_adv_sentinel_searing_judge.pop
General:
-Added automatic money collection for cash piles dropped behind barriers

Wave 3:
-Pyros no longer have AlwaysCrit
Hell-met 25 Mar, 2022 @ 6:18pm 
it did seem very strange that phloggers activate their charge, but they were already critted
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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