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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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6
[REJECTED] Coastrock - Tidal Terror
Demo: https://testing.potato.tf/demos/mvm_coastrock_rc1_1_tidal_terror_judge-1681402704.zip

Strike, Pass, or No Strike?: Strike

Team Lineup:
  • Yuugi (Pyro)
  • Papista (Engineer)
  • Blitzy (Sniper)
  • Mudun (Soldier)
  • Hell-met (Spy)

General Feedback:
  • Congratulations on creating your first mvm mission. But unfortunately, this mission doesn’t show any good impressions to the judges. As there are too many issues that need to be addressed first before it can be accepted into our summer event. Issues like Wave 3 are unable to complete, and the high presence of arbitrary custom bots and Hard/Expert ai bots makes this mission very difficult to pass on as a No Strike. This however means this mission is still salvageable and needs more effort, and time to make a well-crafted mission. It also means if the next run does end up with a No Strike the strike count will be set back to 0, So don’t give up!
  • I highly recommend you test your mission more regularly in our discord server, you can do that by joining Here [discord.gg]. Don’t be afraid or hesitate to ask any questions in our discord server, read a mission guide that will improve your mission. Ping Testers in #looking-for-players channel and this way will improve your mission a lot more since players can provide Feedback/Advice/Knowledge to make proper changes. Ignoring to test publicly or not fixing major problems will result in another Strike if you do a quick submit update post.
  • Some of the bots that try to replicate the Valve Templates for example Buff Soldiers, Shotgun Heavy, Blast Soldiers, and Steel Gauntlets have their own Templates in their base robot.pop and you should consider using it. Some of the custom bots are way more difficult to approach or just straight-up broken.
  • Please be careful or avoid when you use Hard/Expert Ai on common bots, especially hitscan as these tend to be very deadly when facing them at close range.
  • Some of the subwaves are way too brutal and unforgiving for said difficulty. Half of the waves are not properly tested and had to be entirely skipped. Highly advised to check the demo as this will provide more feedback.

Wave 1:
  • The first subwave is too unforgiving for any close-ranged classes like Scout/Pyro/Spy and has to sit out while the Engineer favors way too well. I recommend replacing the Buff Banner Soldiers into normal Soldiers or rework the subwave.
  • Move the Giant Blaster Scout spawn when the common demoman spawns, The first subwave with Giant Scouts is too brutal gaining from the mini-crits from the Buff Banner Soldiers.
  • Adding MaxVisionRange 4000 on the scouts is unnecessary as this map is very short and their range can still see players that far.
  • Tone down the support of The Escape Plan Soldiers, you can do that by lowering the MaxActive count or Increasing the WaitBetweenSpawns.
  • Giant Blaster Scout still uses his Scattergun, upon looking at the popfile there is a small error that makes the bot unable to use his Baby’s Face Blaster. Remove “The” from Item "The Baby Face's Blaster"
  • The Last Giant Burst Demoman does not have the Attribute HoldFireUntilFullReload as this will fire at any point when facing against the bot. The Icon should be replaced with a better one as the old icon looks crusty. Reduce his move speed bonus as well down to -50%

Wave 2:
  • See General Feedback.
  • Consider making the Giant Pyro’s WaitForAllSpawned on the tank subwave as this is a bit stale for some players. Don’t forget to increase the WaitBeforeStarting as well.
  • Pistol Scouts and Shotgun Heavy is very annoying to deal with for any close-ranged classes.
  • The Final Subwave was underwhelming as there is only Steel Gauntlets present during this subwave.

Wave 3:
  • This wave cannot be completed due to one or two WaveSchedule having WaitForAllSpawned 3a and the Support that has the Name 3a comes out infinitely. Change some of the overall pacing or move the Liberty Soldiers into the main wave with reduced TotalCount.

Wave 4:
  • See General Feedback.
  • Please avoid using BehaviorModifiers Mobber on the Shotgun Heavy as this will confuse players about where the bots are going for the hatch instead of the bomb.
  • This wave alone hits the maximum bot slots of 22. Avoid making the support that fights over their slots, keep in mind that a server takes up 32 slots. 22 are for bots to take and anything higher will not spawn in. 6 for Red players and 4 are for Spectators.

Wave 5:
  • See General Feedback.
  • The Burst Flare Pyro does not have any Projectile angle penalty meaning that their flares can pile up, causing frustrating deaths, while players who can resist it have to deal with massive knockback.
  • Same issue of Giant Blaster Scout does not have a Baby’s Face Blaster is present on wave 1, See wave 1 Feedback on how to fix it.

Wave 6:
  • The Boss is very annoying to deal with. First up his homing projectiles make it very difficult to dodge on this tiny map. Second, he jumps way too often as players cannot damage the boss.
  • And lastly the amount of support that it comes to is brutal. All Expert bots are not fun to fight.
  • Please do not hide any icons/bots in the wavebar as this is very jarring to players for their unexpected to appear in this wave. You probably have RandomChoiced and Squad at the same time inside the WaveSchedule block.
26
Skangus - Metal Scorn
Demo: https://eu.potato.tf:27020/demos/mvm_skangus_rc9_adv_metal_scorn_juj-1681034321.zip

Strike, Pass, or No Strike?: No Strike!

Team Lineup:
  • Sargento Mesa (Engineer)
  • DaMno (Demoman)
  • Mudun (Scout)
  • Yuugi (Pyro)
  • UltimentM (Soldier)

General Feedback:
  • Congratulations on getting a No Strike and that means your strike count is set back to 0. But this however means the mission still has a lot of issues that need to be addressed first. You need more time, effort, and testing to make the mission a more playable state. So don’t get discouraged!
  • We recommend you make some of the burst spawns more streamlined as this gives Red Team more breathing room as this current state spams a lot of bots at once. This way the difficulty is not Advanced as this punishes players way too hard.
  • Be careful or avoid when you use Hard/Expert Ai on common bots especially hitscan as these tend to be very deadly when facing them at close range.

Wave 1:
  • See General Feedback.
  • The Common Soldiers subwave drags, change the pacing of the next subwave to WaitForAllSpawned, or cut down the last subwave.

Wave 2:
  • See General Feedback.
  • The first subwave with Demoknights and Dragon’s Fury Pyro’s favors Engineers too much as these bots can’t do anything against the sentry gun while it screws over close-ranged classes like Scout/Pyro/Spy.
  • Second Subwave could use some reworks as well.

Wave 3:
  • The first homing Tank seems a nice addition to introducing new players to what it does but currently the rocket projectile speed is way too slow and takes too long to home in players, it’s way too forgiving to have players a lot of time to hide or by simply airblasting the projectiles.
  • The rockets from the tank have a possible chance can be destroyed by the tank itself due to the hill height variation.
  • The Tank that shows up alone just caught players' lack of interest.
  • After the tank Subwave Both Soda Popper Scout and Crossbow Medics did not pose a threat against the Engineer.
  • Giant Flare Pyro can be replaced into a stronger Giant. Adding -50% damage penalty is not threatening enough from a normal Valve Giant Flare Pyro Template.
  • Rework the last subwave, a squad with 3 Rapid Fire Bowman and a Giant Heavy with Uber meds requires a lot of damage to chew through. This needs to be toned down.

Wave 4:
  • The Giant Heavy subwave drags, change the pacing of the next subwave to WaitForAllSpawned or rework it.
  • The last subwave with Bigrock Burst Soldier and conch Soldier support is very questionable. Uncertain what the subwave it serves but it needs to be reworked.

Wave 5:
  • See General Feedback.
  • This wave alone is very harsh, Shortstop scouts/Hard Ai Tomislav Heavies/Hard Ai Scouts and not to mention a Homing Tank near the end make this wave very difficult to beat. This requires a hard nerf as we had to panic near the end.

Wave 6:
  • See General Feedback.
  • If you’re going to add RED Ally bots please provide an Icon in the wavebar.
  • Too much support coming out as this overwhelms players that cannot focus on the boss.
  • While carrying the bomb (cores) is a nice returning addition but currently it becomes a sudden halt and requires 6 separate bomb runs to even bring down the boss’ invulnerability. This mechanic takes too long as some players cannot coordinate well.
  • Unclear what the self-destruct sequence actually does and when the second invulnerability disappeared, the timer suddenly stopped. This needs a better explanation while keeping the chaos under check.
  • The messages posted were also somewhat misleading, I didn't see any parachuting bots in the wave at all for instance. - UltimentM
7
[REJECTED] Downpour - Furious Torrent
Demo: https://testing.potato.tf/demos/mvm_downpour_rc3-1680548183.zip

Strike, Pass, or No Strike?: Strike

Team Lineup:
Link: https://cdn.discordapp.com/attachments/1088248817696125051/1092523513518239864/image.png

General Feedback:
  • The current changes/reworks did not feel it was addressed properly from the previous judging. It still needs more testing and changes if the next run manages to get a no strike. I higly recommend you watch the demo!
  • The current subwaves needs to be toned down as it currently is too difficult for an advanced.
  • I higly recommend to test your mission more frequently, ping testers in our discord server and only make an update post once you're satisfied with your changes or the testers doesn't provide any more feedback.
  • The mission still has a lot of popfile mistakes down on the road. For example all the waves already hit maxactive 22 or beyond higher. Bots in the main wavebar cannot spawn properly and as a consequence of it, the mission will drag on. Keep in mind that the max slots the server can handle are 32 slots. Bots use 22 slots and beyond that will not spawn. 6 slots are reserved for Red players and 4 for Spectators.
  • Please refer using a mission-making guide or ask in #Mission channel on our Discord server. Don't hesitate to ask for advice or feedback!
  • Blimp path needs a serious revision as it spawns and makes a weird climb up in the air? But it currently is too high for players to reach up there for any class but soldier and engineer to effectively tackle. This will cause much frustration for players as success in this wave will depend largely on how many and how competent their soldiers are.
  • Avoid using too many projectile bots in certain areas, especially inside the tunnel as players cannot reliably dodge.
  • Add TotalCount in the support block as there is no money drop upon their death.
  • There is a Rc3a that provides a better optimization as the current run, players have a massive fps reduction. Consider porting your mission to that version.

Wave 1:
  • See General Feedback.
  • Replace Mangler Bison Soldier with a normal Bison Soldier or normal Stock Soldier.

Wave 2:
  • See General Feedback. Is it recommended you rework the entire wave, too many issues listed in the wave.
  • Pacing Issue on the last subwave is probably due to the MaxActive issue mentioned in the General Feedback.
  • Avoid using Hard Ai hitscan bots as these tend to be very deadly when facing them at close range.

Wave 3:
  • See General Feedback. Is it recommended you rework the entire wave, too many issues listed in the wave.
  • Both the Tank and the Blimp need their health toned down. Especially the blimp that can cut corners and reach the hatch, way earlier than the tank.
  • It is ill-advised to use crit bowman on this wave. +50% damage bonus on huntsman is noxious and can kill players instantly.
  • Giant Rapid Demo has 5000 health for some odd reason? I recommend using the Valve Giant Rapid Fire Demo Template.

Wave 4:
  • The first subwave relies too much on heavy, without Heavy this wave is way too difficult for the required damage needed to deal for the three bosses.
  • The Blimp sticky bombs leave a gray trail? And can hurt both Red team and Blue bots. Change the TeamNum to 3, this will set the sticky bombs only hurt Red players.
  • Change the Icon into a proper sticky blimp icon.
  • There is also a huge dps requirement on the last boss.
  • Boss utilizes homing attributes and does not have a distinct way to tell players the rockets home in. You can add this on the Bot. Addcond Soda Hype, Projectile trail eyeboss_projectile and
    A relevant homing icon. Refer to asking it on our discord server.

Wave 5:
  • There is a lot of constant stream of giants and commons that will annihilate players. Cut them down significantly a lot as the wave itself plays around 12 minutes long.
  • Please do not hide the Armored Shotgun Heavies and Jarate Snipers from the wavebar, it will confuse players as there is a non-stop constant stream of them.
  • Remove the Jarate support as they feel redundant since there are in the wavebar bots that mostly have crits on them.
  • Reduce the Damage on the Rocket Blimp as it instantly kills players.
  • Remove the Projectile Trail of the Rocket Blimp as the rockets themselves do not home in.
  • The Final Boss needs to be reworked, Afterburn Immunity should be removed as our Pyro did very little damage to him. His Afterburn on the other hand has a very annoying knockback from his rockets.
44
Nox - Enraged Emerald
Demo: https://testing.potato.tf/demos/mvm_nox_b3_int_enraged_emerald_judge-1678475287.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • Mudun (Demoman)
  • Yuugi (Pyro)
  • Dylan_is_legend (Scout)
  • Solifuga (Engineer)

General Feedback:
  • Overall pretty average mission, most of the waves have repetitive bot templates. It would be more interesting if the bot choices are more diverse but that is optional.
  • Mission could utilize more Sniper and/or Spy support as there is nothing that makes Engineer placing down a sentry gun a chore.

Wave 2:
  • The Pyro subwave is an example where the Engineer could place down a sentry gun and do nothing, letting his teammates do most of the hard work. Adding something a ranged bot would shake up the subwave a bit more.

Wave 3:
  • Increase the WaitBetweenSpawn of the Scout support they constantly come out non-stop making it very tedious to babysit the bomb as an Engineer.

Wave 4:
  • Replace the old Soda popper Icon into scout_pop or scout_popper
  • The last subwave with bat scout could do nothing against the sentry gun or overall the sheer power Red has.

Wave 6:
  • Pretty weak wave except the last subwave where the Giant Heavy could actually do something against Red.
  • The First Subwave is a repeat of wave 3 and pretty boring to face them again. It’s very weak since commons would die fairly quickly making the Giant helpless against red.

Wave 7:
  • Both Tanks could cut their health down. Especially the second tank that already made it to the hatch with a quarter of its health left.
10
[REJECTED] Saxford - Benign Boulevard
Demo: https://testing.potato.tf/demos/mvm_saxford_b6_exp_benign_boulevard-1678307764.zip

Strike, Pass, or No Strike?: Strike

Due to a Third Strike, this mission submission is now rejected.

Team Lineup:
  • DaMno (Sniper)
  • Yuugi (Demoman)
  • Cargo O’ Truth (Scout)
  • Skin King (Soldier)
  • Racc (Engineer)
  • Sntr (Pyro)

General Feedback:
  • Failing or ignoring playtesting your mission publicly can lead to missing out on the important things about the pacing, balancing the difficulty appropriately, and feedback from other players on what they do like or dislike about the mission.
  • For the changelog on wave 1 through 3 did not have enough specific changes that will tell the judges what exactly has changed other than “reworked the entire wave.” You must add the extra details that you’ve recently changed.
  • There are numerous pacing and balancing issues throughout the entire mission, some of the earlier waves do feel like expert difficulty but feel in a way that is overtuned that we had to panic to proceed the wave and some later parts feel empty or just falls flat for the red team to handle.
  • The mission has a decent amount of crits but is very brutal to face as there are not enough credits to spend on resistances. We did run a Backup Soldier for this sole reason to even stand a chance.

Wave 1:
  • Giant Heavy on the first subwave is very punishing for any short-range class like Scout/Pyro/Demoknight. The first subwave alone is not a good way to introduce it as this screams to just play Heavy and Medic.
  • For an odd reason the Giant Big Burst Soldier only fired his rockets in a small burst of rockets?
  • Giant Pyro on the last subwave is constantly airblasting that kept reflecting any projectile thanks to ImprovedAirblast keyvalue making any playing projectile class more difficult and unfun to play.

Wave 2:
  • See General Feedback on how the wave handles the amount of crit bots have.
  • Giant Homing Soldiers with kritzkrieg medics disintegrates every red player because of how strong the homing rockets have. On top of that, the first subwave has Super Scout that you will need to pay attention before you get obliterated by the Giant Homing Soldier.
  • Scouts and Deflector Heavies using Hard Ai is very punishing for short-range classes even Scout trying to collect money can’t get it because he gets melted.
  • Using a Gaint Brass Heavy with a Giant Popper Medic on the last subwave will be very tough to deal with for the Red team for around 1600 credits. Crit pyro also makes the subwave alone way too hard.
  • There might be some small pacing issue on the Steel Gauntlets and Conch Soldiers. Even we panicked the wave there is a small chunk of bots that still needs to be spawned.

Wave 3:
  • See General Feedback on how the wave handles the amount of crit bots have.
  • The Giant Buff Soldier with Heavies is not very fun to fight.
  • The Kgb Heavies and Armored Bushwacka Sniper can’t provide enough firepower to push against the Red. Replacing them into a stronger would’ve helped the subwave better.
  • The final subwave of the Giant Widowmaker Engineer did not provide enough pushing force against the red team.
  • Despite the Widowmaker spammer icon in the wavebar, the bot itself is not a Rapid Fire. Reading the popfile I only noticed it only has +50% damage bonus

Wave 4:
  • Giant Homing Soldiers are not very fun to fight, their heat-seeking powers are way too strong to home in players.
  • Sun on a stick Scouts are helpless against sentry guns, players that have a high ground or can tank it, and have to heavily rely on their ring of fire to deal crit damage to players except the charged mangler soldiers.
  • Around the subwave with the tank and persian demoknights pressured too much for the red team to handle, the saving grace was the bomb getting stuck in an unreachable place where we had time to deal with the tank.

Wave 5:
  • Giant Deflector Heavy on the second subwave pressured the red team too brutal as there is a constant stream of bots coming and dealing the tank at the same time.
  • Kritzkrieg medic is not properly named. The wavebar does show up as a kritz with shield icon.
  • Final Subwave is underwhelming a lone single Hyper Burst Soldier doesn’t provide good firepower against the red team. Support wasn’t strong either.
53
Doppler - Object Oriented Obliteration
Demo: https://testing.potato.tf/demos/mvm_doppler_b12_exp_object_oriented_obliteration-1677355275.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup
  • Bogus (Demoman->Soldier)
  • Solifuga (Engineer)
  • DaMno (Sniper->Demoman)
  • Hell-met (Soldier->Engineer)
  • Yuugi (Pyro->Scout)
  • Whurr (Scout->Soldier->Sniper)

General Feedback:
  • Overall this mission utilizes the both spawns with bomb carriers way too harsh and too punishing, making very difficult to hold the front. Less skilled players will have a tough time splitting the team up. Wave 1 is very tedious to beat since both Giant Bonk Scouts can end the wave quickly.
  • Mission is currently way overtuned since there is a lot going on both the robots spawns that the team has to split up in the first 5 waves. We had to constantly defend the hatch how punishing the waves are.
  • Increase the Sentry Buster Cooldowntime since it kept harrasing both the Engineers very quickly.
  • There is some instances that bots have a hidden damage bonus against buildings? making Engineer’s life miserable, remove or tone their damage down.
  • Consider making the bomb carriers immune to knockback explain better other than explaining to text chat since players won’t read or skip the explanation text. Me being a dumbass have not realized it once we lost the first wave.

Wave 1:
  • Consider replacing the Dragon’s Fury Icon into a swordstone one and properly name it. Players have reported they had a crusty icon.
  • See general Feedback about how overtuned the wave is.

Wave 2:
  • See general Feedback about how overtuned the wave is.

Wave 3:
  • Reduce the spawncount down to 1 on the Giant Scouts since dealing both is proven too much for our current team.
  • Replace the Pyro Icon into a backburner one.

Wave 4:
  • See general Feedback about how overtuned the wave is. But I think this wave is overall fine? You may need to playtest more often and determine yourself if you need to change it.

Wave 5:
  • Replace the trio rocket banner icon into a trio banner icon, since the rocket part actually blocks the battalion part.
  • This the only wave that does not have support for bomb carriers, it could be potentional that the bots cannot deploy the bomb once both the bombs reset, especially once you’re in the final subwave.

Wave 6:
  • See general Feedback about how overtuned the wave is.
  • Pyro 2.0 pushed to hatch very harsh and are not fun to fight, consider toning their reflect, speed or damage output

Wave 7:
  • Fix the strechy Cosmetic on the Buffer Overflow bot. It is noticable once I looked closer on the bot.
  • Heater Heavy is not properly named.
  • Not sure what happened but the damage output of Marhsal Missile 2.0 is insane as it instantly kills low health classes.
12
[REJECTED] Autumnull - Simulation Strike
25
[MISSION] marsbase - secret struggle
10
[MISSION] marsbase - doomsday divised
Demo: https://testing.potato.tf/demos/mvm_marsbase_rc4_adv_doomsday_devised_judge-1666370430.zip

Strike, Pass, or No Strike?: Strike

Team Lineup:
  • DaMno (Soldier)
  • Hell-Met (Heavy)
  • Mizuchi (Engineer)
  • Yaki (Medic)
  • President of United SEX (Demoman)
  • cat in sock (glumbus) (Scout)

General Feedback:
  • Please make a better detailed changelog when you’re going to submit the update, as the judges find it very important what changes you’ve made on your mission.
  • Please read the feedbacks/Watch the demo and make the changes appropriately to avoid getting further strikes as the current mission state doesn’t very befitted to the campaign, it is also recommended to test the mission more often and listen to their feedback as well.
  • As for the mission itself felt really weird and unbalanced, some parts felt too easy and when the giants stacked it becomes much more difficult to deal with. Hence why the judges decided to Strike the mission.
  • Consider reworking the custom sentry busters to make their detonation animation play appropriately as the current mission doesn’t tell when the sentry buster detonate leaving some Engineer players caught off guard. The most notably ones are the steatlhy and A/T posing busters.
  • Charged Mangler Soldiers are too anonying as their constantly disables the sentry gun way too often.

Wave 1:
  • Consider reworking the first Bigrock Conch Soldier with around 10? Uber Medics, this part still feels very weird and can be easily exploited with an Explosive Headshot Sniper/Sticky Trap Demoman. - DaMno
  • The First part felt too easy with the amount of starting currency we’re working with, either nerf the starting currency or buff the first part of the wave.
  • Big difficulty spike when there is a subwave where it stacks giant very fast and overwhelmed us even we’re running a Heavy + Medic combo. Space the Giant spawns out more.
  • Boss is very frustrating to deal with of the huge knockback and damage it dealt. Rework the boss. - DaMno

Wave 2:
  • Same feedback from Wave 1 applies here when the giants stacked immensely.
  • Tanks are generally way too weak as the first tank didn’t even reaches out from the front, consider buffing all tank health significantly.
  • Final boss dealt too much damage for light classes as the stickies instantly killed me with +50% resists, also the custom sticky projectile is an axe? Consider reworking the boss damage dealt but also the projectiles as it will be confusing to players.
  • Final Subwave is boring - DaMno
25
[MISSION] marsbase - secret struggle
Demo: https://testing.potato.tf/demos/mvm_marsbase_rc3_adv_secret_struggle_judge-1665863667.zip

Strike, Pass, or No Strike?: Pass With Changes

Team Lineup:
  • Mizuchi (Scout
  • Mudun (Medic)
  • Cargo O’ Truth (Soldier)
  • Skin King (Heavy)
  • Profit (Engineer)
  • Pazine (Sniper)

General Feedback:
  • Good improvements were made on this mission, our team did the enjoy the mission quite well. However there is still issues that needs to be addressed.
  • There is base pop file for red and red giants in this mission despite there is no red bots used in this mission, consider removing the red base pop files if you do not plan to use it.

Wave 666:
  • Please replace the spell_skeletons_lite into dead_blu_lite in the support bar.
  • Pistol scouts using hard ai are quite deadly and very annoying to deal with. Consider toning them down to easy ai. You can keep the Normal ai pistol scout on the final subwave.
  • That being said normal ai heavies are also quite deadly to deal with, toning down to easy ai will alleviate the issue.
  • Direct Hit Soldiers using expert ai in the first subwave are not fun to fight against them, tone them down to normal skill.
  • Consider toning the health of the third tank down to around 20k as there is too much for our team handle during the wave. You might want to consider the second tank as well but that is optional.
  • The Flare Minigun Pyro is super deadly of his fast reload rate and firing speed, consider either nerfing to detonator with reduced fire rate/ reload rate or replace them into normal Valve Giant Flare Pyro template.
  • Make the support pyro's not airblast or consider replacing them into phlog pyro since there is a lack of crits in the wave.
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