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Strike, Pass, or No Strike?: No Strike
Team Lineup:
General mission changes :
-Sentry Busters now have tag bot_giant
-RespawnWaveTime reduced to 5
-Support pyro now are always easy AI and no crits
-Moved to Madhattan_B26D
Wave 1 :
-Made large gru subwave drag less
Wave 2 :
-The Heavy with the shield med now have easy AI (normal before)
-Gatebot soldier from upper are now easy AI and less numerous
Wave 3 :
-The pyro group + a conch soldier squad now spawn at a slower rate and each squad is smaller
-Homing soldier have more fair aiming error (3) and no crits
Wave 4 :
-The Heavy groups are now easy AI (normal before)
-The Gatebot Giant Backscatter Scout are now stock Gatebot Giant Scout
-Changed barrage Demoman to be closer to their soldier counterpart
-Burst shotgun pyro now uses heavy burst shotgun icons
Wave 5 :
-Removed the crits on the large huntsman + uber medic squads
-The Boss has been changed :
-He now simply heals himself fully with a sandvich when under 1k health, with his
20k base health this give him 40k effective health
-Base speed reduced to 0.3
-Heal on kill with minigun reduced to 2500 (from 5k)
-He should now be impervious to airblasting (prevents interrupting his eating animation with airblast spam)
- Damage against building with eviction notice increased to make bodyblocking less effective
-Several minor cosmetic change (warpaint, hats...)
-Tomislav Heavy "mafiaboss" icon replaced by "heavy_accurate" icon for more consistency
Strike, Pass, or No Strike?: pass with changes
Team Lineup:
General mission change :
-Ported to Madhattan_B28, map has some issue but nothing gamebreaking
-Some support have had their totalcount increased so they give money longer
Wave 2 :
-Giant bowman health reduced to 2k and 3 of them spawn in a row instead of 2
Wave 3 :
-Incendiary soldier icon changed to a more suitable icon
Wave 4 :
-The last part of the soldier subwave now has no banner soldier to prevent straggler
Wave 5 :
Boss changed :
-Removed health on kill on minigun
-Damage bonus increased to 1.5 from 1.25 on minigun
-The sandvich now only heals 10k health so half of the boss health. This brings his total effective health to 30k
-Boss base speed is increased to 0.6 from 0.35 in his second phase
Strike, Pass, or No Strike?: pass with changes
Team Lineup:
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.
General mission change :
-Ported to RC1
Wave 2 :
Fixed giant bison damage bonus not working
Wave 4 :
-Giant Homewecker now are escorted by conch gatebot soldier, they also start spawning later
-Reworked the burst shotgun and thirdegree pyro : thirddegree are now large common and in small number, the bot now spawn quicker
Wave 5 :
-Reworked the boss :
Added sound cues to weapon change and eating sandvich
He now stays on minigun after eating his sandvich and switches to melee with crit on his last 5k health
Team Lineup:
General mission change :
-Added cactus overclocks
Wave 1 :
-Replaced the giant flare gun by the detonator to lower dps
Wave 2 :
-Buff soldier support is replaced by sandman scout and heavyweight champ
Wave 4 :
-Pyro gatebot now spawn slower (feedback incorrectly put for wave3)
-Heavy now spawn 1 by 1 and at a slower rate
-Gatebot support for the giant homewrecker is a bit weaker
-burst shotgun pyro spawn slower as well
-Last subwave changed : now only one type of soldier, direct hit, and 2 type of banner soldier, conch and backup
Wave 5 :
-Boss sound cues fixed
I won't be able to test for 3 days so if the next feedback can be accompanied by a demo so I can get a very good idea of the issues it would help me a lot
heres the demo from our last run
Demo: https://testing.potato.tf/demos/mvm_madhattan_rc1_int_night_shift_judge_cactus-1665870357.zip
Bonus Demo with new players: https://testing.potato.tf/demos/mvm_madhattan_rc1_int_night_shift_judge-1665976052.dem
Strike, Pass, or No Strike?: no strike
Team Lineup:
Wave 1 :
-First subwave demo now spawn 1 by 1 with a small delay between each spawn
-Fire rain firing speed reduced slightly and no minicrit on burning player
Wave 2 :
-Pyros are a (very slow with waitbetweenspawnafterdeath 20) support the entire wave so I removed them completely. Surprised they had any impact at all outside a bomb bringer
-Giant huntsman damage bonus lowered to 25%
Wave 3 :
-Incendiary soldier now have a 15% damage penalty (similar to heater)
Wave 4 :
-Third degree large common now have 500 health instead of 600 health
-Maxactive of barrage demos reduced to 1
Change could not be tested since I still don't have access to tf2 but these are only minor popfile changes so nothing should be broken.
I got to test the change from last feedback and did some tweaking :
General mission change :
-Some cosmetic stuff
Wave 1 :
-Demo spawn faster (last change was overkill)
Strike, Pass, or No Strike?: Pass with changes
Team Lineup:
#base overclock_cactus_scout.pop
#base overclock_cactus_soldier.pop
#base overclock_cactus_demo.pop
#base overclock_cactus_heavy.pop
#base overclock_cactus_engineer.pop
#base overclock_cactus_medic.pop
#base overclock_cactus_sniperspy.pop