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Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
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Yukari 1 Aug, 2023 @ 8:10am
Sequoia - Collision point
Difficulty: Adv

Custom Upgrades? No
Custom weapons? No
Other restrictions? No

Mission is on potato testing server: "mvm_sequoia_rc4_adv_collision_point.pop"
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Showing 1-13 of 13 comments
Sntr 1 Aug, 2023 @ 1:11pm 
Demo: https://testing.potato.tf/demos/mvm_sequoia_rc4_adv_collision_point-1690915483.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • Sntr (Medic)
  • Profit (Pyro)
  • Damno (Soldier)
  • Hell-met (Spy)
  • Mince (Engineer)

General Feedback:
  • When you submit something for judging, it's generally expected that the mission is in a pretty solid state. This feels like it's never been tested before and the judges are NOT your testing team.
  • The Sentry Busters were using a bad spawn spawnbot_mission_sentry_buster, which does not exist on Sequoia!!
  • Bots with the Dead Ringer are generally really bad with it, because their AI does not comprehend a watch that isn't just your usual cloak. They also don't even have the Dead Ringer thanks to Valve's ingenious naming in the schema:
    It should be Item "The Dead Ringer", but the missing The in your template means they don't get the DR at all.
  • The Kritzkrieg Medics don't use their Kritzkrieg since they're using the default settings that means they'd only pop it when they're at 50 health or less, or the patient's health falls under 50%.
    This is not good if you want them to use Kritzkrieg!

Wave 1:
  • The Natascha Heavies have insane stats: 2sec critboost on kill? Explosion radius? I have no idea what you're doing with these Heavies other than throwing random attributes at them.

Wave 3:
  • Ending the wave with a huge cluster of Giant Soldiers would usually lead to a disaster but that didn't happen thanks to the team having money, a Spy, a Shield and the Giants just standing still for a while chasing after the Spy.
  • The Giant Bazooka Soldier doesn't actually have the Bazooka for the same reason as the Dead Ringer mentioned above: The name's incorrect. Thanks, Valve! He also moves ridiculously fast due to not having the usual CharacterAttributes that Giants have to slow them down properly.

Wave 4:
  • The Charge Heavy has "electrical airblast display only", which is DISPLAY ONLY as the attribute says!! So he doesn't actually do anything!
  • refill_ammo is redundant on bots since bots on MvM have infinite ammo.
  • The Crit Direct Hits don't have the Direct Hit for the same reason as the Dead Ringer mentioned above: The name's incorrect. Thanks, Valve!
  • I think you got fire rate mixed up, as the Giant Demoknight Persian has a fire rate bonus of 4.5 which means he actually attacks a lot slower. This attribute is inverted, meaning it gives a fire rate bonus the closer the value is to zero.
  • Giant Shotgun Heavies move weird due to not having the Characterattributes they'd usually have.
  • The Loch-n-Load Demos don't have the Loch-n-Load for the same reason as the Dead Ringer mentioned above: The name's incorrect. Thanks, Valve!
  • Why do you have wave_finished_relay set as a InitWaveOutput here as well as having it as DoneOutput?? Either one would be enough!
Last edited by Sntr; 2 Aug, 2023 @ 2:34am
This mission's name is suspiciously similar to Point of Impact, which was on Sequoia before it was ported to Bronx
Sntr 2 Aug, 2023 @ 2:36am 
Further deliberation and second opinions lead to me re-assessing this judging run and it's now been changed to No Strike.
Yukari 8 Aug, 2023 @ 3:26pm 
Wave 1:
- Removed all attributes for heavies natascha.
- Removed tank from wave

Wave 2:
- Giant GateBot Heavy Deflector have now item gatebot.

Wave 3:
- Balansed the wave
- Giant Soldiers already have correct weapons.

Wave 4:
- Demos are already using Loch-n-Load
- Direct hit soldiers are the direct hit now also
- The Charge Heavy haven't useless attributes

Mission:
- sentry buster is work
- all item weapons are entered correctly.
Rile 12 Aug, 2023 @ 7:31pm 
This mission is currently not in a judgeable state due to multiple non-functioning bot templates. For instance, the robot_standard.pop base file is misspelled as "robot_standart.pop" making all attempts to grab templates from that file fail. A wavespawn also attempts to use a template called "T_TFBot_Heavy_Natascha_Alternate" which is not present in any of the #included files.
Sntr 28 Aug, 2023 @ 2:13am 
ATTENTION!

You have 7 Days to fix this submission before it is rejected.
This mission isn't playable due to errors mentioned above.
Last edited by Sntr; 28 Aug, 2023 @ 2:14am
Yukari 28 Aug, 2023 @ 5:31pm 
Now all the files are connected and the templates are spawning, i just tested it. After just updating "robot_mastercat.pop" I forgot to upload the file again, my bad, i'm sorry.
Braindawg 30 Aug, 2023 @ 10:13am 
This mission still has multiple parsing errors
Yukari 30 Aug, 2023 @ 6:07pm 
I edited the gatebot Giant Soldier Spammer and the mission errors disappeared. I checked in console
Rile 5 Sep, 2023 @ 12:21pm 
Demo: https://testing.potato.tf/demos/mvm_sequoia_rc4_adv_collision_point-1693774721.zip

Strike, Pass, or No Strike?: Strike

Team Lineup:
  • Cariles (Scout)
  • Lemonee (Pyro)
  • darinsky (Demoman)
  • Say Please I switch to Med/Engi (Engineer - I asked him nicely :>)
  • Hell-met (Medic)

General Feedback
  • In the future I recommend hosting public tests in the potato discord before updating this submission, it's got the trappings of an inexperienced mission maker and the regulars in the discord are usually more than happy to point out where things are going wrong and help people improve their mission making skills.
  • Very inconsistent difficulty and pacing between waves.

Wave 1
  • Super scouts with no support is a very dry opener. Try sending in some support commons ahead of/with them. (Also max bot speed is capped so your super scouts don't actually move any faster than default ones. Which is good because 800% move speed is absurdly high!)
  • The rapidfire giant soldiers are much too deadly this early on, try replacing them with less deadly bots (T_TFBot_Giant_Soldier, for instance).
  • The final subwave with 60 crit bat scouts is wayyy too drawn out. I don't like the idea of attempting to make that subwave work personally but it would probably be more effective if the bat scouts' totalcount was just 20 and they used WaitForAllSpawned (instead of WaitForAllDead) with a value of somewhere from 30-40.

Wave 2
  • Initial subwave is much weaker than anything wave 1 threw at us.
  • Giving the GDeflectors kritz meds results in a far more difficult subwave than the cash amount would call for. Replace them with something like T_TFBot_Medic_BigHeal.
  • Similar to the previous subwave's complaint, the rocket jumping soldiers are far too difficult a challenge for this stage of the mission.

Wave 3
  • Spawn the gas pyros in smaller bursts than 10, it's uncalled for to force people's PCs to render 10 gas cloud particles at once.
  • The giant soldiers are all stacked making the subwave easy pickings for aoe classes. Stagger their spawns so they don't all arrive at once.

Wave 4
  • The first subwave has far too many bots are spawning at once making it a bit ridiculous to deal with. Following this up immediately with a large burst of crit DH soldiers resulted in a bit of a deathball.
  • The crit direct hit soldier subwave is very drawn out.
  • I think it's advisable to give the giant persian demoknights the standard giant stats, as well as reducing their totalcount.

Wave 5
  • Wave overall lacks sufficient difficulty for the given cash amount. The final subwave is the closest to its intended difficulty setting.
  • Please have the bots on this wave drop money. Despite the fact that it is the final wave and there won't be a following between-round upgrade period, players expect to be able to earn cash for the individual kills they get all the same.
Dr. Cactus 6 Sep, 2023 @ 11:20am 
***ATTENTION***

Due to the event leaving beta soon, you have FIVE days to update your mission and be accepted.

If you do not think you can update in time, withdraw your mission and save it for the next event.
Yukari 7 Sep, 2023 @ 2:19pm 
Wave 1:
- Made Super Scouts spawn with Support.
- Giant soldier template changed.
- Melee scouts now have "waitforallspawned" and their TotalCount is 20

Wave 2:
- Jumping scouts go with support
- Medics templates changed
- the tanks are not that close to each other

Wave 3:
- Fixed firsts wavespawns

Wave 4:
- Nerfed all wave

Wave 5:
- robots drop credits when they die

That's how I wrote the most important changes in a nutshell. I hope that this time mission will be accepted.
Last edited by Yukari; 7 Sep, 2023 @ 2:22pm
Dr. Cactus 11 Sep, 2023 @ 4:29pm 
Demo: https://testing.potato.tf/demos/mvm_sequoia_rc4_adv_collision_point_juj-1694372547.zip

Strike, Pass, or No Strike?: Strike 2/3

Team Lineup:
  • Dr. Cactus (Soldier)
  • Cariles (Scout)
  • Sntr (Engie)
  • Crilly (Demo)
  • Lemonee (Heavy)

General Feedback:
  • Multiple waves end with weird 20 payouts. Please round these down to their nearest hundred
  • In general this mission feels like it was not solo tested, let alone publicly tested, as there are multiple weird subwaves, and W4 just flat out ended after 45 seconds.
  • Outside of a complete rework, many of these waves just do not have any meaningful compositions to them, making them feel both unengaging and non-memorable.

Wave 1:
  • poor bot placement at the end. the wave caps off with 20 bat scouts with no other robots, and thus blue has 0 hope to accomplish anything
  • The natasha heavies do little more than nerf scout and pyro. They should be swapped to stock or tomislav if you want them to do less damage
  • This mission really favors heavy over most classes, as there are large amounts of single giants, as well as reflect pyros and deflector heavies which counter aoe classes like soldier and demo

Wave 2:
  • Deflector heavy giants this early simply nerf soldier and demo, classes who already struggle at lower cash, while making heavy feel mandatory
  • Green tanks should be merged into one if they are taking the same route. They should also not have a special icon if they have no unique function. Also, why are they green?
  • milk scouts are redundant as the main wave doesnt really have the firepower or health pool to capitalize on heal on hit

Wave 3:
  • Giant brass heavies add nothing, and should just be regular giant heavies
  • gas pyros can reflect, once again making soldier and demo worse while barely affecting heavy
  • do not squad the giant soldiers, as they wait for each other in spawn
  • The soldier/knight subwave is easy fodder with no giants of any kind to support them and vice versa
  • The scout bots do not drop money, making it quite annoying for scout

Wave 4:
  • Wave was not solo-tested and ended in 45 seconds

Wave 5:
  • DF pyro max active needs to be much lower, as they steamroll everything
  • barely any pushing power after the DFs, as the flare pyros have 0 hope of accomplishing anything.
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Date Posted: 1 Aug, 2023 @ 8:10am
Posts: 13