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Potato's Custom MvM Servers potatomvm
STEAM-GRUPP
Potato's Custom MvM Servers potatomvm
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31 mars 2017
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28
[DQ] [MISSION] Meltdown - Irradiated Automatons
Meltdown : Irradiated Automatons : V0.0.1 : https://drive.google.com/open?id=1jmy1FfTvlfkxjfTaDXAwjXHKPjnv2drf

Goals:

Balance overall, reduce spam and grind
Rebalance engies.

General:

Engineer buildings now have next to no HP.
Engineer buildings build almost instantly
Engineers have only 100 HP

Starting Money is now 750
Money per Wave is now 550

Replaced Direct Hit icons with MM-friendly ones.

W1:

Replaced 1 Demo with 1 Pyro in the Demo Squads
Increased the number of scout spawns.

Nerfed Giant Pistol Scout's HP from 2400 to 1600
Reduced the number of Soldiers spawning.

W2:

Nerfed Tank HP by 2.5K each
Nerfed the number of Dragon's Fury' Pyros spawning.

Changed the Medics on the Giant Direct Hit soldiers to Quickuber.

W3:

Buffed support volume slightly.

Replaced roving Demo squad with a minigiant Demoman.
Added a final tank skin.
Nerfed the speed of the Giant Crit demoman to that of a tank.
Nerfed tank HP from 25k to 20k

Halved support respawn time.
Replaced Heavy squads with groups of Minigiant Heavies

W4:

Buffed the volume of Shotgun heavies considerably.

Added 2 Battalions soldiers to the buff/pyro squads.
Replaced 2 pyros in the squad with DF pyros.
Added 4 extra spawns of Artillery Soldiers
Buffed the HP of Artillery soldiers to help them deal with spam.

Spaced out the Giants by 3 seconds each.

W5:

Changed all of the Uber Medics to Bigheals
Gave the Giant Pusher Pyros the proper speed

Removed 4 spawns of Bazookas

Reduced the number of FoS spawning.

Buffed the bosses' HP by 5k
Gave the boss a 1k HoK.
Added a damage buff vs Buildings.
Added a Pyro Support subwave.
Gave the Boss a Healthbar.
Lowered boss scale to help with exiting teleporters.
29
[DQ] [MISSION] Waterfront - Acidic Offensive
Waterfront : Acidic Offensive : V0.0.2 : https://drive.google.com/open?id=1bSq6OwlbVZHSZaVdwdMKVPQrEACIh-Ow

Notes/Requests:

You can reactivate this thread now!
Every single subwave received at least 2 changes.
Please refrain from tryharding. This means "steer away from the usual crits+phlog+beggars+buff metagame"

Goals:

Fix all the crashing, misplaced subwaves, and other fundamentally broken stuff.
Mess with the difficulty of some of the working segments.
Extend length.

General:

Removed some junk code.
Removed the 5 second wait between all subwaves.
Made the support of the last subwave of every wave infinite.
Added Airblast resistance to all giants.

SWITCHED WAVE 2 AND WAVE 3

W1:

Gave the Giant Heavy a damage penalty to midigate his destructive power
Make the support Pyros spawn closer together.
Made the Pyros spawn slightly later to account for the giant's slow walk speed

Reworked subwave for smaller squads of Demos and FoS being in squads with demos.
Lengthened subwave.

Made the subwave longer.
Reworked scout spawning pattern to be a continuous stream instead of rapid-fire bursts.
Nerfed scout volume.
Nerfed the number of Buff soldiers spawning at once, but decreased respawn.

W2:

Added 2 Caustic Marauders to the lineup at the tutorial.
Added a wavespawn of 2 Caustic Marauders every 1.5 seconds.
Made the subwave longer.
Made the Pyro the leader of the squad, to promote agressive tactics.

Spaced out Giant Pyros by 3 seconds.
Made the subwave longer.
Buffed Heavy squad respawn considerably.
Reduced Heavy squad size by 1.
Increased the Sun-Stick scout total.

Converted the Giant Medic to a Regen medic.
Gave the Giant Demoman an entire squad of supporters.
Added a wavespawn of roving enemies to help the giant.
Fixed the spawns.

Extended subwave.
Fixed TotalCount vs Squadsize problem
Added a dash of FoS to the Champ mix.
Changed 1 Champ for a Burst Demo in the squad.

W3:

Extended subwave.
Tripled the number of Direct Hit soldiers total.

Increased the respawn and maxactive of the Burstfires.
Buffed the scout AI
Added 5 Scouts.

Reworked tank segment with better timing.
Buffed tank HP by 5k.
Decreased DF respawn by 3 seconds.

W4:

Bricked Uber Medic wavespawn.
Increased the volume of Shotgun Heavies considerably.
Lowered the MaxActive on the steel gauntlets from 5 to 3.
Removed the squad of Heavies with the Giant Pyro.

Added Caustic Marauders to the subwave.
Removed 50 bucks from the wave total.
Decreased respawn between Minigiant Hunstman squads.

Replaced Frag Demos with a new Demo minigiant.
Tweaked spawning.

W5:

Delayed the Scouts spawning slightly.
Added 10 extra scouts to the total.
Made the subwave longer.

Added Minigiant demos to the Giant Burst demo's squad
Gave the giant crits.
Removed 2 spawns of Gauntlets.
Decreased respawn between Giants.

Buffed Tank HP from 17.5K to 27.5K
Changed out one of the Pyros for a Pusher.
Fixed buff soldiers not having a respawn.
Added 2 spawns to the Buff Soldiers.

Replaced Napalm demomen with Flame Cannon pyros.
2/3rds of the Soldier spawns are now Caustic.

W6:

Gave the Giant Shotgun Heavies 2 battalion's soldiers in thier midst.
Decreased Giant Shotgun squad respawn by 10 seconds.
Halved Pyro respawn, and doubled Total.
Lengthened subwave.

Turned Giant Medics into Giant Regen medics.
Halved Giant Blast Soldier respawn.
Reworked Demos wavespawn to a 3-way mix of Minigiant Demos, Soldiers, and Pyros.
Lengthened subwave.

Made the Giant Demoknights into Giant Caustic Marauders.
Lengthened subwave.
Significantly extended and amplified support.
Split support wavespawns into a squad of Huntsmen with concheror soldiers, and a mix of demoknights and pyros.
Halved Giant respawn

Removed Giant Armored Scout subwave.
Lengthened other subwaves to compensate

Fixed Heavies spawning at the beginning of the wave.
Buffed Heavy difficulty.
Decreased heavy respawn.
Lengthened subwave.
28
[DQ] [MISSION] Meltdown - Irradiated Automatons
29
[DQ] [MISSION] Waterfront - Acidic Offensive
2
On the legalities and morals of randomly generating missions.
Question. Would it be allowed to use "forumla-generated" missions as a starting point? I know using stuff like http://MVM.TF is bad, but is it wrong that I'm using some number randomisers and other scripting stuff to develop the baseline of my missions?

To go one step further (though I doubt I'll actually get anywhere close to this), would it be allowed to write your own script for generating missions? You will still have to test them with real players, and incorporate feedback from a human prerspective, but often for me the hard part is thinking up all the subwaves, and I could theoretically write a script to do that.

I would assume that as long as it creates a product that's fun and playable, it's fair game. But perhaps that's not true? It does remove a substantial amount of creativity from your bot choices, but it's never going to be some silver bullet that always creates playable missions. It's always going to be stale and flawed unless you go in and add some flair here and there. Also, I would be doing all the work to code the process, and would be the only one benefiting (not sure if it should stay that way), so isn't it just a more complex way of creating missions?

You are still saddled with the process of refining, tweaking, and improving whatever it manages to come up with, you just get to that part of the process quicker by nature of "I don't have to type it out". Is that lost effort a bad thing? Or is it nice I can move to the part of the process I enjoy and feel can make the mission far better?

I'd like YOUR opinion.
28
[DQ] [MISSION] Meltdown - Irradiated Automatons
29
[DQ] [MISSION] Waterfront - Acidic Offensive
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