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Potato's Custom MvM Servers potatomvm
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Potato's Custom MvM Servers potatomvm
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[Mission] marsbase - marsmen_meeting
Difficulty: int
Map: marsbase
All vanilla
5 waves


id like to be present during testing if possible, just message me via discord and if im on line ill join immediately
Last edited by Sergeant Crwhips; 13 Oct, 2022 @ 6:58am
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Showing 1-12 of 12 comments
damno 20 Sep, 2022 @ 3:10am 
Today is the deadline, if its not gonna be updated anytime soon, it will be auto rejected
Sergeant Crwhips 20 Sep, 2022 @ 12:31pm 
updated mission to be fully functional
Sntr 27 Sep, 2022 @ 1:58am 
Demo: https://testing.potato.tf/demos/mvm_marsbase_b5_int_marsmen_meeting_judge-1664233561.dem

Strike, Pass, or No Strike?: Strike

Team Lineup:
  • MIKObscura (Demoknight)
  • Peéfe (Engineer)
  • Sntr (Sniper)
  • Cargo O' Truth (Scout)

General Feedback:
  • This mission feels like an Advanced mission with a lot of money at times, sometimes it is slow and sluggish and sometimes you have some strange things like a single small Demoman protected by ten Uber Medics.
    And then toward the end it starts turning into Giant spam with that one Giant Bowman appearing on every wave after its first introduction. It's also quite annoying how he's not really restricted in movement speed (same goes for the Giant Bisons?) It gets VERY repetitive by the end.
  • Some of the bots also have really strange stats, like the small Bisons who heal all their health back per hit, the Slow Charge Demoknights who I don't think even charged a single time?
  • The abundant use of the Bombinomicon death explosion makes it kinda hard to see what is going on when every bot seems to explode on death.
  • You seem to have .1 on airblast multipliers due to the JI-era airblast. Valve actually fixed the multipliers not working so the default values make them immune enough to airblast and with your changes, every Giant is effectively immune to airblast (which is probably intended because half the map is a deathpit?)
  • Our Engineer noted that Sentry Busters seemed to not really spawn at all and it's because your Sentry Buster mission is set to only run for one wave :yoricktheskull:

Wave 3:
  • I don't think I even have to point out how insane it is to use Broken Parts bots on an Intermediate mission. Even if they are watered down versions of the real deal.
  • The Bisons get kind of confusing when they have different effects when hitting you (I only really realized what was marking me for death when the Giant's name appeared in the killfeed) Also the Giant Bisons move pretty fast as said in General Feedback

Wave 4:
  • A single Demoman with Ten Uber Medics. I genuinely thought this was a placeholder when I first saw it.
  • The wave ending on five Giant Medics and a Giant Flare Pyro is something not even Expert missions will throw at you, let alone a freaking Intermediate mission like this is supposed to be!!!!

Wave 5:
  • This is easily the longest wave of the entire mission and it does all of the things the earlier waves have done but now there's TEN giants on a single subwave! 34 giants, 4 tanks and a boss!
    ON INTERMEDIATE!! The first two Tanks even spawn inside each other!
  • It's the same Giant Huntsman we've seen for three waves now but they spawn in groups now! Makes this mission feel stale when you see the same bots on every wave.
  • Then the boss spawns and he's some Giant Soldier that scares people with rockets or something, hard to tell when he just killed anyone he shot at instead and flinged himself 50 feet in the air.
  • Suffice to say this mission really forgot it was supposed to be Intermediate after Wave 2.
Last edited by 『Yuugi Hoshiguma』; 27 Sep, 2022 @ 2:59am
Dr. Cactus 1 Oct, 2022 @ 7:01pm 
Hi, just checking in. Can we expect updates to this mission soon?
Sergeant Crwhips 3 Oct, 2022 @ 4:40am 
ahh yes sorry, i am just, not too well, but i am on it
Braindawg 12 Oct, 2022 @ 1:28pm 
ATTENTION

All active submissions have 3 days to be updated (10/15 at 11:59pm EST).

If your submission has not been updated by this time period, it will be rejected.

If you cannot update your submission within this time frame for a good reason, please let us know. We can extend this deadline under special circumstances.
Sergeant Crwhips 13 Oct, 2022 @ 6:58am 
After several tests and updates, the new b9 version is uploaded
-we beat it with 4 randoms so it sould be on part with the difficulty
-nerfed most of the hard stuff
Dr. Cactus 13 Oct, 2022 @ 10:49pm 
Demo: https://testing.potato.tf/demos/mvm_marsbase_rc2_int_marsmen_meeting_judge_cactus-1665711893.zip

Strike, Pass, or No Strike?: no strike

Team Lineup:
  • Dr. Cactus (Demoknight)
  • Colonel (Sniper)
  • Braindawg (soldier)
  • Skin King (Scout)

General Feedback:
  • This mission has really weird difficulty curves. Most of the time were were pushed was because of tanks needing very steep damage requirements, and other subwaves mostly just feeling like filler
  • Many giants spawn clumped together, making splash damage more effective than it needs to be. Consider having them use seperate spawns from each other
  • The slow charge demoknights aren't very effective, and in fact seem to get trapped in the reset pit. Consider replacing them with normal knights

Wave 1:
  • Lower the starting cash from $3k to $2.5k

Wave 2:
  • Later portion of the wave is rather boring, notably the subwave with demobots and sandman scouts. Consider adding a weak giant like Demoknight, or pyro

Wave 3:
  • Too many fodder melee bots like KGB and sandman scouts given how the team already has around $5k by this point
  • Tanks currently have too much HP and were the only thing that really pushed us.

Wave 4:
  • Medic bots heal each other and thus can survive 195 crit melee. Give them no overheal attribute
  • The finale utilizes a -lot- of giant stacking. the amount of giants active is fine, but spread out their spawn locations

Wave 5:
  • Have the gauntlet heavies use both spawn locations
  • Tank train is still very janky. Would probably be better to space out their spawns, and have 1 or 2 of them use the alternate tank path
  • Phlog pyro bots don't really contribute much, resulting in the boss feeling rather lonely at the end.
Sergeant Crwhips 19 Oct, 2022 @ 11:51am 
has been updated with the changes, the boss also sould now unlock the second bomb

also please message me when you playtest even when it says offline :3
Mudun 23 Oct, 2022 @ 9:44am 
Demo: https://eu.potato.tf/demos/mvm_marsbase_rc4_int_marsmen_meeting_judge-1666445370.zip

Strike, Pass, or No Strike?: Strike

Team Lineup:
  • DaMno (Engineer)
  • MIKObscura (Sniper)
  • Mudun (Scout)
  • I'm driking motor oil (Medic)(Wave 1-3)
  • Seelpit (Soldier)(Wave 4-5)

Please make a better detailed changelog when you’re going to submit the update, as the judges find it very important what changes you’ve made on your mission.

General Feedback:
  • Remove or fix any Sentry Busters that are in ref animation or T posing such as Spooky Busters and Huo Long Busters.
  • Overall, the waves struggle with finding a balance between offensive and defensive bots. Weaker giants, such as Giant Demomen and Giant Pyros, are used even late-wave, but their numbers can't compensate for their low offensive presence, leading to subwaves that are too focused on eating through healthpools.

Wave 1:
  • Increase the WaitBetweenSpawns for Bowmen. They feel spammy and once they all die, the Giant Flare is mostly supportless
  • Don't stack all 3 Giant Burst Soldiers as they are annoying and too strong for intermediate difficulty.

Wave 2:
  • Replace Big Heal Medics with Normal Quick Fix Meds. There's so many of them on common robots that it makes them quite annoying.

Wave 3:
  • Remove the firing speed on Crit Scouts. The 6 shots of crit scatter bullets is way deadly for int and there's no indication that they shoot like that
  • Make the Giant Bowmens SpawnCount 1 instead of 2. They are too powerful for int when grouped
  • Make the Giant Bowmen spawn in different area as they are often stuck behind a Tank
  • Remove the small Marking Bisons. There are so many robots in the subwave that marking bisons become frustrating.
  • remove the final subwave (Giant Marking Bisons + Heavies). The wave is too long and the subwave is very problematic for intermediate

Wave 4:
  • The finale yet again, uses lots fo stacking giants. Either spread out the giants or rework the subwave.

Wave 5:
  • There's to many Gauntlets but no ranged threat thus making them weak. Try using less Gaunlets but use more robots with ranged weapons
  • Tanks could be buffed.
  • Replace the Poison Bleed Bisons. They can stack bleed which can lead to frustrating deaths.
Sergeant Crwhips 27 Oct, 2022 @ 1:49pm 
New version on rc3,
-Changed all bleed bisons to normal bisons
-w1 made the bowman spawn futher apart,
-only 2 burst soldiers spawn now
-w2 made em quickfixes
-w3 lessend the giants and cut away some of the final parts
-w4 made the grouped giants stronger individual giants
-w5 buffed tanks a bit, added some ranged units to the steelgauntlets, replaced bleed bisons
damno 27 Oct, 2022 @ 2:29pm 
current map version is rc5 with better tank spawns, test your mission with that map
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