STEAM-GRUPPE
Potato's Custom MvM Servers potatomvm
STEAM-GRUPPE
Potato's Custom MvM Servers potatomvm
1,559
I SPIL
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Grundlagt:
31. marts 2017
Sprog:
Engelsk
Lokation:
United States 
Viser 11-20 af 129 forekomster
12
[MISSION] Spacepost - Astronautical Nausea [PASSED]
Get your free shareware demo at your local gamestop!:
https://demos.potato.tf/judging/mvm_spacepost_rc1_int_astronautical_nausea_1566494060.dem
Hidden content (post-mission rambling):
https://demos.potato.tf/judging/mvm_spacepost_rc1_int_astronautical_nausea_1566496477.dem

mvm_spacepost_rc1_int_astronautical_nausea
[Victory] Time spent on Wave 1: 3 min 18 sec
[Victory] Time spent on Wave 2: 3 min 39 sec
[Victory] Time spent on Wave 3: 3 min 11 sec
[Victory] Time spent on Wave 4: 4 min 46 sec
[Victory] Time spent on Wave 5: 3 min 7 sec
[Victory] Time spent on Wave 6: 4 min 26 sec
Total success time in mission: 22 min 27 sec (100%)
Total time spent in mission: 22 min 27 sec

Best I can do is general advice, as the problems found are fairly consistent throughout the mission

You can really do with more aggression. As it stand you oft spawn somewhat small groups of the same bot, one group after another, though as if waitforalldead is used alot. This causes waves to feel somewhat slow, as you have pummel one squad after the other with noticable gaps inbetween the assualt. This also results in alot of breathers for RED.
The slow rate of bots makes things very easy

Using only 1 or 2 different types of bots at a time can be viable, but depending on the bots used it can also only serve to make a group -very- easy pickings as a shared weakness is easily exploited. It also doesn't help that the flanking spawn is rarely used, and when it is it's rarely in conjuction with mainspawn. This makes focusing down that 1 group even easier
7
[PASSED] [MISSION] Winterbridge - Rusted Retribution
Hear ye, hear ye:
https://demos.potato.tf/prejudging/mvm_winterbridge_rc4b_adv_rusted_retribution_1565919690.dem

I watched this demo as we needed one more judge to gander at it to decide its fate and discussed my opinions in devchat. Altough only hydrogen was alive at the time for my 2nd opinion
Other judges judgement remains undecided

mvm_winterbridge_rc4b_adv_rusted_retribution
[Victory] Time spent on Wave 1: 4 min 16 sec
[Victory] Time spent on Wave 2: 5 min 7 sec
[Victory] Time spent on Wave 3: 5 min 48 sec
[Victory] Time spent on Wave 4: 6 min 53 sec
[Victory] Time spent on Wave 5: 8 min 52 sec
[Victory] Time spent on Wave 6: 1 min 17 sec
Total success time in mission: 32 min 13 sec (100%)
Total time spent in mission: 32 min 13 sec

W4 and W5 are running a bit long atm. Though might be attributed to the players being a bit distracted.

Atm W5 feels like either a boss with a regular wave tacked onto it, or a normal wave that had a boss tacked onto its opening. I must admit the boss does have a fun gimmick going for it but as it stand he takes up ~4 minutes of this wave.
I can only assume this wave is as long as it is to make up for the very short W6, however having to sit ~9 minutes through a wave you verymuch risk it outstaying its welcome. Atleast from on high at multiple times I had the feeling of "this is still going?", and having spend 4 minutes to only see 1/5th of the wave deplete isn't exactly inspiring.
Not to mind the time spent if one loses this wave.

I'd suggest looking ways to save time on W5, and if you want to be one safe side W4 too unless you're willing to write it off to distraction and take the gamble.
20
[PASSED] [MISSION] Barren - Crucial Revenge
SourceTeleVision:
https://demos.potato.tf/judging/mvm_barren_final1_adv_crucial_revenge_1565541251.dem

Your mission has been balanced tested, meaning it was ran with 5 people of who we know are (reasonably) good at the game

mvm_barren_final1_adv_crucial_revenge
[Victory] Time spent on Wave 1: 2 min 47 sec
[Failure] Time spent on Wave 2: 3 min 8 sec
[Victory] Time spent on Wave 2: 3 min 41 sec
[Victory] Time spent on Wave 3: 4 min 32 sec (panic button)
[Victory] Time spent on Wave 4: 5 min 4 sec
[Victory] Time spent on Wave 5: 2 min 18 sec (panic button)
[Victory] Time spent on Wave 6: 6 min 4 sec (panic button)
Total success time in mission: 24 min 26 sec (88%)
Total time spent in mission: 27 min 34 sec

W3:
Having a tank, all burst fire soldiers out at once, with über medics, and with heavies in toe whilst spies are skulking about it's simply too much. Do something that will take some stress of the player, e.g.: a weaker to tank more quickly turn focus on giants, or maybe spacing the giants out more as to not form this 1 giant clump of firepower, maybe both, or maybe something else I haven't thought of

W5:
There are way too many vac medics, and at the rate they spawn we can't hope to keep the medics of off the giant soldiers for long enough to kill them.
It also doesn't help that they are 100% immunity to their dmg type, making it even harder to wipe them as with these numbers they effectively shield eachother due too medics healing eachother and granting eachother their damage immunities, in this case only melee or a pyro can kill them.
Also, your kritzkrieg medics only seem to pop when fired upon

W6:
Your King Heavy is bit to powerfull atm. Realise that +100% dmg combined with crits (a 300% dmg multiplier) he does 6 times the damage once he kills someone ( as (100% base+100% bonus) * 300% = 600%) and with 40k hp to boot he's a doozy.
Personally I suggest you get rid of either that 100% dmg bonus (or at the very least lessen it)
or
Remove the crit on kill but keep the bonus dmg
You decide, or mayhaps you can think of something more creative to neuter him a bit
31
[PASSED] [MISSION] Casino City - Platinum Parade
16
[DQ] [MAP] Jangala
Gaze into the crystal sourceTV:
https://demos.potato.tf/judging/mvm_jangala_advanced1_1565034377.dem

The test missions you used were both broken, without a spawnbot_giant no giants can be spawned save for the giant scouts. I have to ask did you even test these missions yourself to atleast confirm functionality? This might be an alhpa, but that's no excuse for technical shortcomings.
Infact, an alpha is the very stage in which technicalities should be completed, yet this map is already featuring quite some detailing already asfar as an alpha is concerned.

The map itself is quite big. It actually feels overscaled. especially the eara near the front with the towering, almost imposing mayan walls all around you, the absurd height difference in places, and some rather big open areas where fighting can occur. Not to mind the huge sightlines that can be found.

Another big issue is that the maps doesn't even have holograms, we have no way of knowing which path the bots will take, or which ones are available as even the hologram projectors are absent.

Supplies around the hatch are scarce and holding is going to be hard as a result. Also, supply cabinets in spawn are VERY unorthodox in MvM as no valve map, and veeery few community maps even feature them

Why are there alarms playing 24/7, why are there 2 of them at once slightly out of sync? This sound is driving me mad and I cannot understand why'd you even do this. This only serves to better hide the actual hatch alarm or make the player numbed to the sound and what it might've meant.

Here some rather specific issues I can bring into a screenshot, some of which just highlight problems as mentioned above:

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1826272282
This icon is supposed to be used solely for no-entry passages, most notabely fake doors merely for decoration. Using this on a spawn door just had me confused at first.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1826272402
We can get into, and build into this tree in front, safe to say, sentry busters and anything melee can't reach you here. Though we didn't try, I figure the chance of getting the bomb stuck up here is a very real one.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1826272065
Why is this area a deathpit? There is nothing here that to me indicates this will kill me. It's not super deep, it's not a giant body of water (what water is there, isn't deep), there are no fences, railings, or the iconic deathpit sign. There is litteraly nothing to warn you that this area is a deadly.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1826272622
Why did you throw these crocs around the map? These things are a very real hazard to players, but I wouldn't suprised if you can throw bots on them too. Not too mind they are crocs and quite decent hiding, one can very easily walk into them in the heat of combat as there is nothing to warn you of them expect your intuition. (and again, there is no warning these things are actually deadly)
Due too the map's lack of nobuild you can actually throw a tele on the croc and watch your teammates die upon teleporting.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1826272346
This grinder strikes me as useless. if the bots are only expected to walk under the crane and have no intention to get on the area with the grinder getting them in there will be a hassle.
You have to force a bot onto the higher ground of the containers, you then have to get them around the containers to get to the grinder, and then you have to somehow blast one with just the right trajectory that they fly into the wall mounted grinder. Can you even blast a giant high enough to get in there?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1826272439
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1826272674
Superb sightlines. Also regarding the first picture, that height difference is quite extreme and I can't quite understand why, it only seems to serve to lengthen the path of the bots, the already long path

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1826272570
if you are on the retreat, these catwalks and the highground they may promise are useless as there's no way to get on them quickly. If want to get up there with any haste than you only chance is upon spawning as the only ramp leading up to it is very far back. By the time someone retreating (who can't blast or double jump) wants to get up there, it might already be too late.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1826272533
Besides ALOT of spies spawning on out hatch and showing the slighest incentive to move, some of them started rubbing up on the invisble door near my spray (the green ":^)"). In doing so they gain spawn protection and get uber when trying to attack.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1826272010
What is the purpose of this wooden tower anyhow. Getting ontop of it takes long, while it does give you highground, it also offers you little in the way of an escape. Not too mind, it looks so out of place
30
[PASSED] [MISSION] Powerplant - Particle Protocol
21
[PASSED] [MISSION] Doppler - Endothermic Espionage
19
[DQ] [MAP] Hillside Event
Behold, a demo!:
https://demos.potato.tf/mvm_hillside_event_b9f3_int_besieged_barricad_1563648153.dem

As for the mission, while I personally I find the difficulty appropiate in most waves, there are numerous complaints that it might be pushing it. Though they have not provided any specific cases of this.

What I do find bordering the difficulty is the final boss dragon's fury pyro. His damage buff might be pushing it (the DF getting +300% dmg bonus on burning targets combined with the higher base dmg only worsens this), he already enjoys fairly strong support that, at times, can get fairly strong and lethal spells that can wipe all those surrounding the giant pyro (spells like the meteor shower for example)

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1810209897
Exploit 1:
We managed to land the bomb in this little area with the bat spell. The bots were unable to get to it, trying to force themselves through the tank barricade and the fence. Any bot that appeared to to walk around just found itself standing still once it stopped chasing whoever led them there

Exploit 2:
Players can go stupid fast without any upgrades. If you get the jump spell (or are a scout with jump height) you can stand on a tiny lip of the bot spawn which can get you the speedboost the bots have to get them out of spawn faster. This results in even an engineer being able to keep up with a scout that has movement speed fully upgraded

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1810209981
Why is it that when this gate is down, you still can't jump over it? I've bumped somany times into the inivisible hitbox that persist after the gate has lowered as I keep trying to use it as an ever so slightly shorter route to get to front.
Is you can't make this supposed hitbox dissapear when the gate is down, could there atleast some visual indication we can't just jump through using some kind of detailing?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1810210028
Speaking of detailing, since you do declare this map to be in its beta stage.
Our castle looks very bland, no windows, not little holes for bows to shoot out of, no doors, no towers, not even the same detail along the other walls of the caste, it's a big blank wall.
Numerous times some players have also complained that the map overall is a bit too dark.

30
[PASSED] [MAP] Hanami
This broadcast is brought to you by sourceTV:
https://demos.potato.tf/prejudging/mvm_hanami_a4a_int_drop_zone_1563224010.dem
After party footage (most of our feedback condensed, basically):
https://demos.potato.tf/prejudging/mvm_hanami_a4a_int_drop_zone_1563226764.dem

I do reccomend atleast watching the afterparty as it'll contain pretty much only our feedback regarding the map itself. But watch the first demo if you want to see gameplay for yourself

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1805281368
Should the path lead through here, then we have one hell of an effective choke. The small door (not awefully wide for alot of bots, not high enough to negate body/sentryblocking giants), supplies inside, and with no bots attempting to flank us this is an easy hold. Personally I'd suggest making this door bigger for one

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1805281319
For an alpha it seems like quite alot detailing has been done. I don't think I've even seen a dev texture. So I'm going to nitpick some awefully weird things that stick out. Such as this random arch which imo, just looks so out of place, gameplay wise I am not sure what it's for. I suppose to create a choke but did you really have to make something this big to achieve that?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1805281256
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1805281205
It's really hard for me to see the disconnect between the area I'm standing on the and area down there with the puddle. I honestly expect robots to just waltz up to me taking a direct route but instead they walk around according to the holograms

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1805281157
This robot spawn is just death for them if a demo/soldier keeps shooting at it. Because the robots all fall into this weird pocket their are all nice and bunched up to be killed in droves. I don't really understand why you didn't just fill in the pocket, connect the cliff to the huge stone pillar (which btw I also find rather weird). The robots not having to take a sharp turn as soon as they leave spawn also benefits them, alowing to either better maintain cohesion between a squad (because currently, every member in a group just forces themselves through the sharpest possible corner, because shortest route) or by making it easier for them to scatter upon leaving

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1805281104
What's up with this dead end? I maybe thought "hey, sneaky way to get around by jumping over the fence" or "maybe some supplies are hidden behind here to help hold should the barrier break" but no, invisible wall instead

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1805281045
Why are there so few supplies in this area? The only ones are 2 full ammo kits which are quite a hike away (and the one visible in the pic is lost should you be holding that arch as a choke, given that you will be on the other side of it)
You're also kinda out of luck for hp, either stick your neck out into robot territority, or retreat all the way back to hatch for full hp/a pair of pills
15
[PASSED] [MISSION] Snowpine - Shattered Iceshard
Viser 11-20 af 129 forekomster