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Potato's Custom MvM Servers potatomvm
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Potato's Custom MvM Servers potatomvm
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horse 28 Apr, 2023 @ 11:32pm
Hoovydam - Hydro Horsepower
Difficulty: ADV
Custom Upgrades: No
Custom Weapons: No
Major Changes: No

Filename: mvm_hoovydam_b10_adv_hydro_horsepower_judge

PS: This is my first mission so it can take me a while to think of changes to solve problems. Suggesting possible changes will help a lot, thanks.
Last edited by horse; 10 May, 2023 @ 8:42am
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Showing 1-15 of 16 comments
Braindawg 29 Apr, 2023 @ 6:08pm 
Demo: https://testing.potato.tf/demos/mvm_hoovydam_b10_adv_hydro_horsepower_judge-1682803147.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:

General Feedback:
  • Mission needs some adjustments to a few waves before getting pass votes. Notably some subwaves were much harder than others. For a first mission this is pretty good.

Wave 1:
  • The first subwave with Easy AI heavies is pretty brutal, especially for close range classes like pyros. Consider making these a weaker bot like shotgun heavies instead.

Wave 3:
  • Similar situation to w1, lots of hitscan support near the end of the wave that will shred any close range classes

Wave 4:
  • Conch support here is pretty ruthless, should probably tone it down or maybe remove it entirely. Removing it entirely might be a step too far though
horse 1 May, 2023 @ 7:57am 

An updated mission file has been released in response to feedback and data analysis:

New filename:
mvm_hoovydam_b10_adv_hydro_horsepower_judge02


vv ALL CHANGES SINCE PREVIOUS JUDGE VERSION BELOW vv

Overall
  • Fixed incorrectly named robots

Wave 1

Sub 1
  • Increased starting delay on sniper support. This is to prevent the initial choke from being instantly locked down and forcing the team to split up. This should delay the heavy push.
    InitialCooldown (28 → 36)

  • Reduced the frequency of bonk scouts.
    SpawnCount (5 → 4) MaxActive (7 → 6) TotalCount (20 → 16) WaitBetweenSpawns (8 → 10)

  • Reduced the intensity of the heavies.
    SpawnCount (5 → 4) MaxActive (10 → 8) TotalCount (20 → 16) WaitBetweenSpawns (6 → 8)
Sub 3
  • Corrected a mistake wherein an old version of this subwave was accidentally used. The new version is friendlier to close-combat classes and less punishing for teams that do not have an engineer or medic.

Wave 3

Sub 1
  • Slightly Increased starting delay on scout support. This is to create slightly more space to deal with the giant heavy.
    WaitBeforeStarting (15 → 20)
Sub 2
  • Fixed an oversight that caused the giant scout rush to occur sooner than expected after the robots cap the gate.

  • Slightly reduced the starting delay on the giant scout rush.
    WaitBeforeStarting (29 → 27)
Sub 3
  • Replaced heavy support with KGB support. This is to reduce the number of vectors that oppose close-combat classes.

  • Massively increased frequency of KGB support to compensate for the reduction in firepower.
    WaitBetweenSpawns (16 → 8)

Wave 4

Overall
  • Removed sniper support.

  • Added very infrequent melee scout support. This is to allow the bomb to spawn if the gate is captured by the 1st subwave.
Sub 2
  • Fixed an oversight that caused the giant rapid-fire soldiers to spawn more frequently than intended after the robots cap the gate.

  • Slightly increased spawn delays between giant rapid-fire soldiers.
Sub 3
  • Fixed an oversight that caused all of the giant demos to spawn at the same time after the robots cap the gate.

  • Reduced skill level of conch support. This is to specialize them more as a support role rather than as a lethal force.
    Skill (Normal → Easy)

  • Slightly reduced the maxactive of conch support
    MaxActive (10 → 8)

Wave 5

Sub 1
  • Slightly increased the force of the 2nd crit soldier rush (the 1st crit soldier rush is unchanged)
    MaxActive (6 → 8)

ADDITIONAL REQUESTS

Please keep in mind that the map phase can significantly affect the experience of a subwave. Some subwaves are harder or easier depending on the map phase.
Last edited by horse; 8 May, 2023 @ 9:02am
Demo:
https://testing.potato.tf/demos/mvm_hoovydam_b10_adv_hydro_horsepower_judge-1683146884.zip

Strike, Pass, or No Strike?: Pass with changes

Team Lineup:
  • Yuugi (Sniper)
  • Predicamento (Engineer)
  • Cargo O' Truth (Scout)
  • FlamingFox (Medic)
  • Skin King (Pyro)

General Feedback:
  • Mission is very enjoyable to play, despite how short the wavebar is but I think it fits the difficulty appropriately, well done.
  • Please Add the base judge_restricts.pop when you submit the next update.

Wave 3:
  • While the first Giant Heavy squad is manageable to beat, the second pair where the Red focuses on the Giant squad, we lost the gate how 3 Giant FaN Scouts manages to cap the gate. They have the shortest possible path and having to deal 3 of them at the same time is not very fun. I recommend you space them out more.

Wave 5:
  • Fairly decent wave but The Super Scouts and Giant Medics get in way of the tanks. Super Scouts cannot rush to the bomb and Giant Medics cannot heal their patients and therefore defeating their purpose. A way to reduce that is removing 2 tanks but buff the tank health to compensate but requires testing in order do so.
horse 8 May, 2023 @ 8:59am 


An updated mission file has been released in response to feedback and data analysis:


New filename:
mvm_hoovydam_b10_adv_hydro_horsepower_judge


vv ALL CHANGES SINCE PREVIOUS JUDGE VERSION BELOW vv

Overall
  • Added base judge_restricts.pop

Wave 1

Sub 1

  • Very slightly reduced spawn delays for the heavies.
    WaitBetweenSpawns (8 → 7)

Wave 3

Sub 2

  • Reduced the intensity of conch soldiers. The conch soldiers will have a lower level of lethality and the scout support will have less exposure to the conch buff. This should make the bomb push less demanding and free up an additional player IF the team decides to defend the gate.
    Skill (Hard → Normal) SpawnCount (2 → 1) TotalCount (6 → 3) WaitBetweenSpawns (5 → 7)

  • Very slightly increased spawn delay on giant scouts.
    WaitBetweenSpawns (3 → 4)

  • Restored the original starting delay on giant scouts.
    WaitBeforeStarting (27 → 29)

Wave 4

Overall

  • Massively increased frequency of melee scout support.
    WaitBetweenSpawns (60 → 30)


Sub 1

  • Increased the delay between each giant demo squad.
    Delay (6 → 7)


Sub 2

  • Persian demoknights now use the correct icon.

  • Increased starting delay on the gatebot pyros.
    WaitBeforeStarting (14 → 18)


Sub 3

  • Steel support is now infinite.
    Support (Limited → 1)

  • Altered frequency of steel support.
    WaitBetweenSpawns (10 → 15) MaxActive (1 → 2)

  • Increased the delay between each giant demo squad.
    Delay (4 → 5)

Wave 5

Sub 1


There was a coincidence wherein tanks would separate giant medics from their patients at 2 specific locations on the map. Several changes have been made to reduce the chances of this happening.
Unfortunately there is no way to make it outright impossible while still retaining the core design of the wave.

  • Increased tank speed to reduce the chances of giant combos being split up at the underpass.
    Speed (75 → 80)

  • Giant deflectors now take the gatebot path instead of the main path.

  • Increased spawn delays for giant deflectors and tanks. This has the added effect of allowing more time to DPS the final tank.
    WaitBetweenSpawns (40 → 42)
Last edited by horse; 17 May, 2023 @ 12:53am
damno 14 May, 2023 @ 2:42am 
Demo: https://testing.potato.tf/demos/mvm_hoovydam_b10_adv_hydro_horsepower_judge-1683979747.zip

Strike, Pass, or No Strike?: No strike

Team Lineup:
  • DaMno (Soldier)
  • Braindawg (Scout)
  • Ultimaximus (Pyro)
  • Whurr (Engie)
  • Shade (Heavy)

General Feedback:
  • Mission is pretty solid but derails in some moments, note that hitscan bots are really powerful on this map and they usually dominate it.

Wave 1:
  • DPS demand is greater than usual heavyless team can usually handle, bulky commons, umeds and giants with strong support such as demos, could replace shotgun heavies maybe.

Wave 3:
  • Gate GFaNs are generally not fun to fight and feels like a forced gate cap especially when team is fighting both them and giant medic + giant heavy with conches.

Wave 4:
  • A lot of giants and strong commons at once. Crit GDemos, gauntles, persians, GScouts and Grapids in a quick succession is a guaranteed cap. Need major toning.

Wave 5:
  • Too much going on at once. Gheavies, GMeds, GScouts, 4 tanks all at once, no gatebots to reset the bomb, is all too much for basically any class to play. See general feedback for this one.
  • To combat this issue i would suggest maybe trying using higher WaitBetweenSpawns, splitting teams less and maybe trying gatebots to help with reset bomb?
horse 17 May, 2023 @ 12:41am 


An updated mission file has been released in response to feedback and data analysis:


New filename:
mvm_hoovydam_b10_adv_hydro_horsepower_judge


vv ALL CHANGES SINCE PREVIOUS JUDGE VERSION BELOW vv

Overall
  • Implemented vscript solution to fix nav issues around gate-A.

  • Added bread.

Wave 1

Sub 2

  • Slightly increased delay between giant pyro spawns.
    WaitBetweenSpawns (18 → 20)

  • Demos now spawn in groups of 3.
    SpawnCount (4 → 3) MaxActive (8 → 6) TotalCount (20 → 15)


Sub 3

  • Replaced shotgun heavies with scouts.

Wave 2

Sub 2

  • Heavies are now limited support. The wave ends after the last giant charged soldier is destroyed.

Wave 3

Sub 1

  • Very slightly reduced starting delay on gate soldier rush.
    WaitBeforeStarting (3 → 2)

  • Removed 2 soldiers from the gatebot soldier rush.


Sub 2

  • Removed conch. The giant heavy will not get far if the team focuses on the gate.

  • Increased delay between giant FaN scouts.
    WaitBetweenSpawns (4 → 6)

  • Slightly increased starting delay on the giant heavy.
    WaitBeforeStarting (0 → 2)

Wave 4

Overall

  • Replaced all crit giant rapid-fire demos with the reload variant.


Sub 1

  • Very slightly increased delay between giant demo squads and gatebot pyros.
    WaitBetweenSpawns (9 → 10)


Sub 2

  • Giant rapid-fire soldiers and gatebot pyros now all spawn from spawnbot_a instead of being split between spawnbot_a and spawnbot_c.

  • Increased delay between giant rapid-fire soldier spawns.
    WaitBetweenSpawns (10 → 12)

  • Replaced persian demoknights with standard demoknights

  • Fixed an oversight that caused the giant scouts to stall after spawning.


Sub 3

  • Very slightly increased delay between giant demo squads.
    WaitBetweenspawns (7 → 8)

  • Reduced density of conch support
    SpawnCount (4 → 3) MaxActive (8 → 6)

  • Giant demo squads no longer spawn from spawnbot_c.

  • Conch support no longer spawns from spawnbot_c.

  • Steel support no longer spawns from spawnbot_c.

Wave 5

Sub 1

  • Implemented vscript solution to fix the broken shutter door.

  • Reverted increased tank speed. It may not seem like much, but it makes a big difference to all aspects of this wave.
    Speed (80 → 75)

  • Giant deflectors no longer consistently take highground routes. This makes them much easier to deal with and allows tanks to be used as cover.

  • Giant deflectors now use a custom path that reduces the chances of them getting stuck in the canal.

  • Increased starting delay on giant deflectors.
    WaitBeforeStarting (25 → 28)
Last edited by horse; 21 May, 2023 @ 11:26am
Perper 21 May, 2023 @ 10:09am 
Demo: https://testing.potato.tf/demos/mvm_hoovydam_b10_adv_hydro_horsepower_judge-1684380134.zip

Strike, Pass, or No Strike?: No strike

Team Lineup:
  • Watermelon (Soldier)
  • Skin king (Pyro)
  • Averagegamer (Engineer)
  • Solifuga (Medic)
  • Perper (Spy)

General Feedback:
  • Good mission overall and most of the changes have addressed the issues in previous runs

Wave 4:
  • The changes may have overnerfed this wave a bit too much as there wasn't as much push force compared to the previous wave
  • Sub 1 and Sub 3 was a bit slow and didn't really push much, could revert the nerf to the timing
  • Sub 3 also slightly increase the quantities of soldiers

Wave 5:
  • Overall felt fine however the wave may need to be rejudged without spy to ensure this is the case
horse 21 May, 2023 @ 11:24am 


An updated mission file has been released in response to feedback and data analysis:


New filename:
mvm_hoovydam_b10_adv_hydro_horsepower_judge


vv ALL CHANGES SINCE PREVIOUS JUDGE VERSION BELOW vv

Wave 3

Sub 1

  • Reverted previous reduction on the gatebot soldier rush.

Wave 4

Overall

  • Reverted all crit giant rapid-fire demos to the continuous variant.

  • Slightly increased delays between subwaves to give players more room to regain composure.

  • Slightly reorganized icons in the wavebar so that the giant soldier and giant demo icons appear next to each other.


Sub 2

  • Switched the spawnpoints for gatebots and bomb bots to reduce the chances of gatebots flanking the players defending the bomb.

  • Test data shows that the giant scouts contributed to a larger percentage of deaths than intended. They have been downgraded to giant FaNs to specialize them as bomb carriers.

  • Reverted standard demoknights to persian demoknights to compensate for the giant scout nerf.

  • Slightly increased frequency of giant rapid-fire soldiers to compensate for the more forgiving spawnpoint.
    WaitBetweenSpawns (12 → 10)

  • More gatebot pyros.
    TotalCount (6 → 9) WaitBetweenSpawns (20 → 18)


Sub 3

  • Increased maxactive on conch support to how it was before.
    MaxActive (6 → 8) SpawnCount (3 → 4)

Wave 5

Sub 1

  • Extended length of nav_prefer for the giant deflector path to further discourage them from walking through the canal.
Last edited by horse; 28 May, 2023 @ 2:42am
Braindawg 23 May, 2023 @ 11:07am 
Demo: https://testing.potato.tf/demos/mvm_hoovydam_b10_adv_hydro_horsepower-1684793370.zip

Strike, Pass, or No Strike?: Pass w/ Changes (2/3)

Team Lineup:

General Feedback:
  • Mission is in a good spot, w5 is the only really problematic part

Wave 5:
  • The gscouts are very oppressive on this wave, I would tone them down significantly as they tend to push very easily
horse 28 May, 2023 @ 2:40am 

An updated mission file has been released.
Minor changes have been made in response to data analysis.


New filename:
mvm_hoovydam_b10_adv_hydro_horsepower_judge

vv ALL CHANGES SINCE PREVIOUS JUDGE VERSION BELOW vv

Wave 4

Sub 3

  • The final subwave no longer waits for all persian demoknights to be killed before starting.

Wave 5

Sub 1

  • Removed spy support. This should help the team maintain integrity and defend against incoming threats as a complete team.
Last edited by horse; 28 May, 2023 @ 2:42am
Braindawg 14 Jun, 2023 @ 1:58pm 
Demo: https://testing.potato.tf/demos/mvm_hoovydam_b10_adv_hydro_horsepower_judge-1686612628.zip

some post-run discussion: https://testing.potato.tf/demos/mvm_hoovydam_b10_adv_hydro_horsepower_judge-1686614550.zip

Strike, Pass, or No Strike?: Pass w/ Changes (3/3)

Team Lineup:

General Feedback:
  • Only a few minor things to change, otherwise this mission is ready to pass

Wave 2:
  • The final subwaves here drone on a bit and generally the whole wave is a bit easy. We recommend adding some mission support to this wave, like spies

Wave 5:
  • Still a bit much to deal with here, reduce HP on the tanks.
horse 15 Jun, 2023 @ 12:39am 
Thank you
horse 21 Jun, 2023 @ 8:55am 
Wave 2

Sub 2

  • Added infrequent spy support.

Wave 4

Overall

  • Slightly reduced wait between subwaves.

Wave 5

Sub 1

  • Slightly reduced frequency and totalcount of super scouts.
Last edited by horse; 23 Jun, 2023 @ 5:34am
Braindawg 4 Sep, 2023 @ 7:14pm 
"hydro_horsepower_bread_game.nut" is missing from the testing servers. Please upload this to the servers or send it here so we can include it with the event. Thanks
horse 4 Sep, 2023 @ 10:24pm 
Oh whoops, I'll fix that up when I get home soon
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