GRUPA STEAM
Potato's Custom MvM Servers potatomvm
GRUPA STEAM
Potato's Custom MvM Servers potatomvm
1,007
W GRZE
5,930
ONLINE
Założona
31 marca 2017
Język
Angielski
Położenie
United States 
Wyświetlanie 11-20 z 145 pozycji
20
5
[WITHDRAWN] Cliffside - Technological Triumph
44
Nox - Enraged Emerald
3
[REJECTED] Faza_Rc4 - Pure pain
22
Humbridge - Misanthrope
31
Goldpit - Race Condition
22
Humbridge - Misanthrope
3
[REJECTED] Faza_Rc4 - Pure pain
Demo:https://testing.potato.tf/demos/mvm_faza_rc4_adv_pure_pain_judge-1687530876.dem

Strike, Pass, or No Strike?: Strike

Team Lineup:
  • DaMno (Medic)
  • Yuugi (Engineer)
  • Cargo O’ Truth (scout) > Whurr (Demoman) wave 5 onward
  • Hell-met (Spy)
  • Colonele (Soldier)

General Feedback:
  • Please test your mission publicly before submitting it for judging! You can join our discord server here[discord.gg] and test your mission as many times as you want. Only submit your mission for judging once you think it's ready. But keep in mind that you will need to update the mission within 7 days otherwise, it will be automatically rejected. If you need an extension please contact the staff member in the thread or in our discord server.
  • I would recommend porting the mission to a different map. The choice of the map is not suitable for numerous reasons:

  • This is the front of where the robots spawn, standing on these two spots as a sniper means you can safely snipe robots half across the map: https://cdn.discordapp.com/attachments/1121811560613019678/1121877263206584320/20230623205800_1.jpg https://cdn.discordapp.com/attachments/1121811560613019678/1121878967725600919/20230623205750_1.jpg

  • Here is a point of view of what a blue sniper can see. This is where blue sniper comes in handy as they can see Red players if they are defending the bomb with Red no option to hide behind cover. But it also comes that red cannot counter those sniper spots without moving further back to the middle area: https://cdn.discordapp.com/attachments/1121811560613019678/1121877741155922000/20230623210101_1.jpg

  • There is Nav connected on the middle crate area, it happened multiple times where the Engineer thought was safe to place their buildings down for cover but a Giant manages to walk over and destroy his buildings: https://cdn.discordapp.com/attachments/1121811560613019678/1121878427453112330/20230623205855_1.jpg

  • The hatch area is very open and has very little area to hide behind some cover, as an example, you're trying to hide from Giant Heavy but where do you hide without resorting back into the spawn room? https://cdn.discordapp.com/attachments/1121811560613019678/1121878569954574396/20230623210443_1.jpg

  • Most importantly, it hasn’t even been submitted to the map submissions forum! Keep in mind that if you plan to make a mission for a new map, it needs a map submission first!

  • Using the Gate A spawn so much makes the bomb carrier very likely to flank, which is frustrating for Red as they will have no time to react. As a result, it will be a guaranteed push if you’re unprepared. But don't just use very few flank spawns! That would let a sniper easily clear the waves because of how big a sightline the front has to offer.
  • The payout leaves something to be desired as there is a good amount of powerful bots that Red players cannot keep up with. Crits in particular are very deadly and should be used in moderation; alternatively, give Red more money to buy resistances.
  • Multiple bombs on certain waves are not very fun to play as an Engineer as there is a constant stream of support bots that needs a sentry to babysit on the bomb. Keeping his buildings alive is also very challenging given the low amount of payout the engineer had to work with.
  • Sniper bots on this map are very deadly on Faza, they can shoot from the right spawn all the way half across the map to the left where red players would be there to defend the bomb. There isn’t a good way to deal with those snipers as well. (flanking them as an example)
  • Custodian Soldier is a bot we did not enjoy, for one it almost looks like a Giant Soldier with extra arbitrary attributes added. And second, a spy, in particular, had a rough time dealing with them since they have a razorback to screw one backstab, sap immunity that cannot be stunned, but worse is their aimtrackinginterval that snaps into the spy once he blows his cover and gets deleted from his rocket launcher.

Wave 1:
  • This wave is too demanding for high damage output for 1000 starting currency, a heavy requirement for to chew for 18 giants, and not to mention a tank on the last subwave.
  • Scouts on the flank spawns tend to be very deadly even for normal ai is not very fun to fight against.
  • The Smoker Soldier is very annoying, people did not enjoy the constant amount of particles thrown at our screens for the duration of the wave. But more importantly, it deals no damage.
  • The last subwave tank and bushwacka snipers aren’t fun either and given the amount of time we spent on the wave it is best to cut a few subwaves down.

Wave 2:
  • See General Feedback, Giant Demoman that uses flank spawns with a bomb is very nasty for a first subwave.
  • Please be careful when you use hard/expert ai on certain bots, Pyro on this wave can reflect rockets that can lead to frustrating deaths from a soldier's rocket or a sentry rocket.
  • Fan O War scouts that have reduced scale are very annoying to fight, scaling a bot down needs a small Nerf such as valve mitten heavy as an example that has reduced health to compensate.

Wave 3:
  • See General Feedback.
  • The equalizer soldier using the taunt is a niche idea but leaves very open for incoming gunfire from what the Red player uses.

Wave 4:
  • See General Feedback.
  • The subwave with 120 Sandman scouts is too long and boring to play, Cut their totalcount down and perhaps add some variety of bots to it.
  • Cut a few subwaves down as well as we spent around 8-10 minutes during this wave.

Wave 5:
  • See General Feedback.

Wave 6:
  • See General Feedback.
  • Both Bigrock Soldier and Giant Double Damage Burst Demoman are something Red cannot recover how high their damage output is but more importantly the MaxActive already hits the 22 robot limit.
  • Please give the boss a more suitable homing icon, once I looked at the popfile it does use HomingRockets block on the boss.
  • The final boss causes the server to crash, presumably once he fires his weapon, I recommend checking his attributes first as it could fire 29*40 rockets per tick?
22
Humbridge - Misanthrope
4
[REJECTED] Coastrock - Sunny Side Up
Wyświetlanie 11-20 z 145 pozycji