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Potato's Custom MvM Servers potatomvm
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Potato's Custom MvM Servers potatomvm
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Showing 21-30 of 145 entries
8
[REJECTED] Havana - Humid Heat
22
Humbridge - Misanthrope
Update v4:
Updated the mission and made a few tweaks on wave 3 and 4 along with some custom weapons changes. As usual can be judged on the _judge.pop. Also when the new map version is out please do not judge the mission on the latest map until I say I ported the mission to the latest map! The last judging run is missing the fixed color_correction file.

General Changes:
  • Ported the mission to b8
  • All the previously known Issues from v3 have been resolved except the bomb carry bot taking the cafeteria area?
  • Removed forced bombpath on wave 2 and 4
  • Updated Custom Nav again...
  • Re-adjusted the color_correction file to fix the engine error when viewing the demo.
  • Fixed missing asset of the drone textures and hyper icon
  • Fixed a bug where 2 Giants coming out of the Helicopter and got stuck inside the cafeteria roof. Special Thanks to Skin King for finding the issue!
  • Fixed a bug where the boss doing the taunt and ignores the move speed penalty after the second phase still is in progress. Special Thanks to Skin King for finding the issue!
  • Gave Heavies back their MaxVissionRange to 1200 hammer units on wave 3 and 4.

Wave 3:
  • Changed slightly the pacing on the Phlog Pyro and on the Tomislav Heavy to avoid pacing issues.
  • Reduced the Maxactive of the Crossbow Medic down to 6
  • Reduced WaitBeforeStarting of the Soda Popper Scout by 2 seconds

Wave 4:
  • Replaced Giant Scatter Demo into a Normal Valve Giant Burst Demo
  • Removed ExtAttr MedicLookAtThreats on the Giant Regen Medics
  • Removed AimLeadProjectileSpeed 1 on the Direct Hit Soldiers
  • Increased Syndey Sniper InitialCooldown by 45 seconds

Wave 5:
  • Increased WaitBeforeStarting of the Scout by 6 seconds
  • Fixed a bug where Rapid Fire Bowman spawns with their melee
  • Adjusted the final subwave. Added 1 more Giant Amplifier Heavy and 1 Giant Rapid Fire Soldier, Made 2 Giant Rapid Fire Soldiers follow 1 Giant Amplifier Heavy.

Wave 6:
  • Increased boss taunt attack radius to 1229 hammer units
  • Added Giant Sunstick Scout -25% move speed penalty
  • Halted the Giant support spawns if the Engineer chieftains are spawned in the wave.
8
Skangus_RC9 - Operation paiks
Demo: https://testing.potato.tf/demos/mvm_skangus_rc9_int_operation_paiks_judge-1684953425.zip

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

Team Lineup:
  • Yuugi (Engineer)
  • Paradigma (Heavy)
  • Sergeant Table (Soldier)
  • Quantum Apple (Scout)

General Feedback:
  • While the mission is decently balanced in the difficulty, it is relatively short. The first 4 waves can be beaten in under 2 minutes and the total time we spent on the mission is less than 12 minutes (ignoring the first wave's failed run) you can perhaps slightly make it longer by adding more subwaves or robots.
  • Another problem of the short waves is the huge amount of bot spawns in the first subwave, some can be really unforgiving if you do get pushed and gets repetitive fairly quickly. To help to be more forgiving and some of the waves less samey make some of the burst spawns more streamlined or keep the burst spawns but reduce the spawncount down in half. Also, consider tuning the timer on the WaitBetweenSpawns.

Wave 1:
  • Consider replacing the flare icon into the detonator one.
  • (optional) You can remove the conch support, It feels redundant since the soldier support is sufficient enough, the second reason is that greatly makes the Giant Soldier moves faster and can be troublesome for wave 1.

Wave 3:
  • Make support either demoknights or the parachute support spawn a bit earlier after the soldier bots are dead/spawned since the last Giant squad tends to get lonely with no support to back them up.

Wave 4:
  • In our run the Giant Scout managed to pick the bomb first, perhaps check the WaitBeforeStarting on the common bots first and increase it if the WaitBeforeStarting shares the same number on the Giant Scout as it will randomly spawn without the bomb first.
  • The Valve Template of the Giant Heater Heavy Template is not named properly by default. Consider fixing it by adding Name “Giant Heater Heavy” inside the tfbot block.
  • (Optional) You can add a cool cosmetic Item "The Bunsen Brave" on the Giant Heater Heavy

Wave 5:
  • Please re-add self mark for death attribute on the Giant Gru heavy, it feels jarring to see Gloves of Running Urgently used without any form of self mark for death. Alternatively, you can replace them into Giant KGB Heavy.
  • Make Pyro support drop money, our scout couldn’t get any form of overheal during the second subwave.

Wave 6:
  • At first glance the direct hit soldiers in the beginning were scary but upon looking further and waiting for a bit, they did have trouble hitting anyone. Looking at your popfile all of the soldiers (including stock one as well) have easy skill. At this point you can make them normal skill since Red team have enough money to deal with this wave, but do keep in mind you want to reduce the amount of direct hit soldier if you want to make them normal skill.
  • There is some inconsistency in the Giant Parachute bot’s spawn protection, the only bot that have Uber spawn protection is the Giant Burst Fire Soldier while the Giant Pyro and support do not have Uber.
  • Giant Paratrooper Soldier Burst Fire does not fit in the kill feed, try to make the bot’s name a bit shorter something like “Giant Parachute Burst Soldier”
22
Humbridge - Misanthrope
Update v3:
The long-awaited update is here. Hopefully, wave 4 should be more difficult now and generally the last wave too. After having a mental breakdown almost scrapping the mission I decided to give it another go. as usual can be judged on the _judge.pop

Known Issues:
  • The Wormhole Diver has a special feature where you can get inside blue spawn but didn't bother fixing it.
  • Currently The Helicopter does too much damage on wave 5, a nerf will be made by Royal.
  • The Biker's Redeemer deals too much and a nerf will be made by Royal.
  • There is a possible chance bomb carrier will take the cafe route when the bottom path is forced on wave 2 and 4.

General Changes:
  • Removed some MaxVissionRange on certain hitscan bots
  • Reverted the decreased Payout, you get now 400 on the first 4 waves. wave 5 already has 125 credits added from the Helicopter.
  • Removed all Annotations
  • Changed Amplifier model, when it gets destroyed the gib model should show up.
  • Some additional changes are made but forgot to list them here

Wave 2:
  • Increased Maxactive of the Conch Knights to 12
  • Increased Spawncount of Demoman to 5, increased Maxactive to 10
  • Slightly increased WaitBeforeStarting of demoman by 2 seconds
  • Reduced Giant Dragon's Fury Pyro WaitBeforeStarting down by 9 seconds
  • Increased Black Box Soldier TotalCount to 76

Wave 3:
  • Replaced Sandman Scouts into Phlog Pyro's
  • Buffed Widowmaker Engineer AimtrackingInterval to 0.3
  • Slightly decreased WaitBeforeStarting of Giant Combo Pyro by 2 seconds
  • Replaced Burst Flare Pyro's into Soldiers
  • Shortstop Scouts now spawns after the Phlog Pyro's subwave is dead
  • Slightly decreased WaitBetweenSpawns of Colonel Squad down by 3 seconds
  • Tomislav Heavies now have different pacing, has now WaitForAllSpawned after the soldier subwave.
  • Increased Maxactive of the Crossbow Medics to 7

Wave 4:
  • Replaced Giant Burst Knight to a Giant Scatter Demoman
  • Added Crits on the Giant Scatter Demoman
  • Added ExtAttr MedicLookAtThreats to the Giant Regen Medic to prevent Spy from prematurely killing the giant.
  • Removed NoWaitForFormation 1 on the Giant Banner Soldier Squad
  • Removed 4 Persian Knights to avoid the Pacing issue.
  • Added Buff Banners on the Persian Knights, an Icon is provided in the wavebar
  • Slighty changed the pacing of the Persian Knights, only spawn after the heavies spawn in.
  • Increased Maxactive of the demoman to 8, Reduced WaitBeforeStarting down by 3 seconds.
  • Reduced WaitBeforeStarting of the gun spies down by 4

Wave 5:
  • Replaced Burst Fire Demo's into Clusterbomb Demoman
  • Increased Totalcount of Clusterbomb Demoman to 24
  • Replaced Big-heal Medic into Quick-Uber Medic
  • Decreased WaitBeforeStarting of Giant Burst Shotgun Heavy down by 7 seconds
  • Giant Burst Shotgun Heavy now have a MaxVissionRange of 1200 hammer units
  • Nerfed Helicopter health down to 16k
  • Slightly increased WaitBeforeStarting of Combo Pyro by 4 seconds
  • Slightly decreased WaitBetweenSpawns of Giant Rapid Fire Soldier by 1 second
  • Removed Rapid Fire Bowman on the Giant Amplifier Heavy
  • Replaced Steel Gauntlets into Rapid Fire Bowman
  • Increased of the Slowfire Scout skill from Normal to Hard

Wave 6
  • Added crits on common pyro's on the first subwave.
  • Reworked the Entire boss sequence.
  • Added music, because why not?
  • Reworked Color_correction, again.
  • Increased Inferno Lunatic Bomber's health to 60k, slightly increased health regen to 30
  • Removed Chargin' Targe of Inferno Lunatic Bomber
  • Removed MeleePullout Template of Inferno Lunatic Bomber
  • Added new taunt sequence on Inferno Lunatic Bomber
  • Added PrecacheGeneric hyper_giant icon to avoid missing textures on the boss healthbar and on the wavebar.
  • Reworked the boss weapon phases.
  • Major Bomber Phase: buffed damage bonus to +50%, added crits
  • Thermal Cannon Phase: Added no self effect attribute, increased afterburn damage to +200%, removed blast radius penalty
  • Weird Grenade Wall Phase (Yes, that's literally the name): Removed blast radius penalty,
  • Nuke Grenade Phase: Fixed a bug where "use large smoke explosion" attribute overrides the rockets on the taunt sequence. Buffed Damage bonus to +600% Replaced projectile model into a loose cannon projectile model.
  • Burst Spammer Phase: Added crits, Added +20% damage bonus
  • Added Meteor Phase: Added +25% damage bonus against burning players
  • Added Triple Fireball Spammer Phase: Added +25% damage bonus against burning players
  • Reworked the self-destruct sequence, which should only last around 10 seconds.
  • Nerfed Lieutenant Amplifier Mechanic health down to 20k, removed boss_resistance tag
  • Nerfed Colonel Dronemann health down to 24k, removed boss_resistance tag, reduced damage bonus vs buildings down to 100%
  • Buffed Colonel Dronemann Frontier Justice, Damage bonus increased to 1500% (should deal 90 per rocket), added projectile acceleration to make it more interesting.
  • Changed the timings of the support.
  • Replaced Combo Pyro's into a Giant Combo Pyro, Reduced MaxActive down to 3, increased WaitBetween to 24 seconds
  • Increased of the Heater Heavy skill from Normal to Hard, increased MaxVissionRange to 1200.
  • Increased Giant Sunstick Scout WaitBetweenSpawnsAfterDeath by 5 seconds
16
Coastrock - Inclusion Exclusion
Demo: https://testing.potato.tf/demos/mvm_coastrock_rc1_1_adv_inclusion_exclusion-1684249381.zip

Strike, Pass, or No Strike?: Strike

Team Lineup:
  • Braindawg (Demoman)
  • Yuugi (Scout)
  • Sntr (Soldier)
  • Solifuga (Engineer)
  • Whurr (Sniper)

General Feedback:
  • Wave 7 is very tough/almost Impossible to beat with the current judging restrictions and feels it is not tested at all. As previous feedback stated that the wave is tough and not have been addressed properly how difficult it currently is it deserves a Strike for this run.
  • Please test the Final wave before you submit another update. Any casual players have a very hard time completing it.
  • Please don’t use Normal Skill pyro or disable their airblast, especially for soldier players that fight against them is a gamble of 50/50 chance for them to reflect.
  • Consider replacing or disabling the tank engine sound for the blimp, it jarring to hear the engine sound coming from the blimp.

Wave 4:
  • The Hipfire Snipers doesn’t achieve anything at all on this wave and barely push becoming nothing but food for the engineer. Upon looking in the popfile the sniper has a crutched -75% damage penalty and easy skill that barely hit players.
  • The later subwaves felt there is too much going on, consider toning some of the parts down.

Wave 5:
  • See General Feedback.
  • The Chaos Bison Soldier that deals knockback is nauseous, getting hit by them and flying across all way up into the skybox is not fun. Consider nerfing or removing them entirely.

Wave 6:
  • Probably nerfed too much, this wave is pretty much toothless compared to the previous wave. The Giant Trio Soldiers drag and barely any support that can push.

Wave 7:
  • See General Feedback.
  • Pyro's support that can airblast is not fun if you’re playing soldier, especially when there's a blimp present on this wave and not to mention also a boss at the end you have to shoot at!
  • Giant Uber Medic popping at 1500 health leaves Red (especially Spy) no chance to kill the medic without setting up a crit sticky trap and guarantees the Giant Medic to pop.
  • The Final Chieftain is so unforgivable and untouchable. While the first subwave is an unavoidable push of a constant stream of airblast pyro’s/Giant Support, the final boss has too much health on this small map. 2x Damage bonus combined with rapid burst is too punishing for Red.
33
Rottenburg - Marathon
Demo:https://testing.potato.tf/demos/mvm_rottenburg_adv_marathon_judge-1683819960.zip

Strike, Pass, or No Strike?: No Strike

Scout Lineup:
  • Yuugi
  • Braindawg
  • Fernit
  • Retrowave
  • Hell-met

General Feedback:
  • Overall quite an enjoyable mission for all Scout mission, despite how easy the early waves are. The later waves do ramp up the difficulty nicely.
  • The custom Music you used overlaps with the default wave starting music, You can avoid that by reducing the starting wave countdown to less than 9, preferably 3-5 so players can still hear the countdown.
  • Everyone in this mission has mod see enemy health for apparently no reason? This attribute does not function correctly and can be very jarring to see their robot's health. Consider removing it.
  • The Explanation text of “Baby’s Face Blaster does not lose hype when taking damage” is redundant. It would be better suited if you make a special description inside the ItemAttributes that explains no hype loss when taking damage.

Custom Upgrade Feedback
  • The Overkill Overclock says in the description it reduces primary ammo capacity but doesn’t reduce the primary ammo capacity at all.

Wave 1:
  • A very short wave. Our team completed this wave in 1 minute and 35 seconds, you could slightly extend the wave a bit more by adding one subwave or overall more robots.

Wave 3:
  • Please rename the Giant Gay Soldier. The offensive name will not be accepted in our summer event.
  • Speaking of the Giant Bison Soldier, their damage is immense how fast it fires and you basically have no chance to survive those shots even with 3 ticks of bullet resistance. You could try giving a worse aimtrackinginterval or reduce their damage slightly less.


Wave 4:
  • Not sure what happened to the first Dave but apparently he died to fall damage?
  • The last subwave has a couple of pyro’s and soldiers straggling, either make them support limited or increase the WaitBetween of Giant Burst Fire Soldier.
22
Humbridge - Misanthrope
Update v2
Updated the mission, but due to a script bug/error the Helicopter does not function correctly on wave 5. The Helicopter on wave 5 cannot turn and cannot fire its weapon, Please keep in mind that this makes wave 5 way easier than intended. as the usual mission can be judged on the _judge.pop
I also forgot to say but the rocket part on wave 6 disappears partially in the skybox. The map makers actually lowered the skybox ceiling which is very cool

General Changes:
  • Ported mission to B7
  • Decreased Payout on every wave by 100 credits except wave 6.
  • Added a fix where the bomb can get stuck on the pipe/scaffolding near the bridge
  • Updated custom nav
  • Mission now utilizes base dover2_weapons.pop (Please do not use the Bikers Redeemer because it is still broken)
  • Added more drip on robots because why not.

Wave 2:
  • Replaced Uber medics into Bigheal Medics. Yes, that's literally it.

Wave 3:
  • Decreased the WaitBetween of the Minor League Scouts down to 4.5 seconds
  • Increased the ChooChoo tank health to 17k
  • Decreased the WaitBeforeStarting and WaitBetween of the Giant Combo Pyro down to 10 seconds
  • Increased Burst Detonator Pyro's TotalCount to 32 and MaxActive to 9, Decreased WaitBetween down to 4 seconds
  • Made Milkman Scouts to actual Normal Skill, previously had Aimtrackinginterval 0.6

Wave 4:
  • Actually made the Heavy use Normal Skill, previously had Aimtrackinginterval 0.4
  • Replaced Fan O' War Scouts into Sydney Sleeper Snipers.

Wave 5:
  • Just made Giant Rapid Fire Soldiers MaxActive 3 to avoid the pacing issue. Slightly increased WaitBetween to 17 seconds.

Wave 6:
  • An attempt was made to fix the color_correction
  • Self-destruct sequence is cut down by 10 seconds.
  • Added -25% damage penalty to the Lieutenant Amplifier Mechanic
  • I might forgot something what I've added but you will find out very soon.
15
Quetzal - Banana Barricade
Showing 21-30 of 145 entries