STEAM-GRUPP
Potato's Custom MvM Servers potatomvm
STEAM-GRUPP
Potato's Custom MvM Servers potatomvm
2,156
SPELAR
10,125
ONLINE
Grundades
31 mars 2017
Språk
Engelska
Plats
United States 
Visar 31–40 av 129 poster
14
[PASSED] [MISSION] Metro - The Angelic Choir of Dying, Screaming Robots
36
[PASSED] [MISSION] Casino City - Vindicated Vices
Have a peek:
https://demos.potato.tf/mvm_casino_city_b6_adv_vicious_vices_1560188325.dem

mvm_casino_city_b6_adv_vicious_vices
[Victory] Time spent on Wave 1: 5 min 5 sec
[Victory] Time spent on Wave 2: 4 min 3 sec
[Victory] Time spent on Wave 3: 4 min 2 sec
[Victory] Time spent on Wave 4: 3 min 40 sec
[Victory] Time spent on Wave 5: 4 min 20 sec
[Failure] Time spent on Wave 6: 5 min 20 sec
[Skipped] Time spent on Wave 6: 0 sec
[Skipped] Time spent on Wave 4: 0 sec
Total success time in mission: 21 min 10 sec (79%)
Total time spent in mission: 26 min 30 sec

General:
-Awkwards payouts, round to nearest 50 or 100
-You might be going too custom for your own good. Getting a propper difficulty or pacing right with unconventional, one of a kind, bots is harder than if you were to use the more conventional valve bots.
-This mission's primary tactic is the spam of small bots, but the robots used and they way in which they are used makes this entire tactic fall flat and has us almost always holding front safely. The giants, which are few, also oft quickly felled posing little challange and dying very quickly
These things made the mission to the testers kind of boring to play
-You're either still misspelling crowd in "croud busters" or croud is a word I'm unaware of
-MamasBaby, ought there not be a space in between the words?
-Your No Fly Zone scouts barely stand out in the crowd, making it hard to assess wether or not they're still on the field, wether or not it's safe to jump now, and makes prioritising them as a target difficult.
Give them a unusual weapon/hat, make them soft minigiants, whatever it might take to have them stand out

W3:
-You have a giant shotgun icon which claims 3 of such bots will appear. Only 1 of the bots under this icon actually uses a shotgun (that I've seen). A wholly different bot under a wholly different icon is straight up missleading

W5:
-$995, really?

W6:
-Seemingly random awkward breaks throughtout, despite having just dealt with a mediocre show of force at best
-The missions bricked, the last 10 heater heavies never did spawn
14
[PASSED] [MISSION] Doppler - Nuclear Winter
8
[MISSION] Wizardry - Mechanical Magic [PASSED]
34
[DQ] [MAP] Volcanic Activity
I'm not sure what you did to your map but your demo is over half a bloody gig:
https://demos.potato.tf/mvm_volcanicactivity_b3_adv_infinite_inferno_1559676998.dem

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1761055063
This is some funky lighting going on here.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1761061699
i don't quite understand why you left the remnants of the previous deathpit in. But more to the point and more concerning: why there is a small hole in it you can still fall through. Too small for any robot to shove in, and just large enough to inconvience you when you make 1 wrong move whilst back peddeling.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1761066007
Because I cannot .nav I'll ask it to be sure: is this route one the bots are taking on their own volition because valve pathfinding, or is it one the mission maker has to specify they will use?

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1761067374
The robots have a tendency to walk more over the raised area with my spray on it, rather than to walk through the lowered area.

https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1761078305
Why is there a huge invisible wall over this truck.

The building housing the cap, and the door it opens, both could do with a marking that it is infact A cap and A gate. As simple as it might seem to put 1 and 1 toghether some testers didn't find cap first time around. And when they did, they didn't know what it did. Just pasting the distinctive "A" decals around (notably: the outside of the building, inside, and on/near both sides of the gate) valve has on their caps ought to suffice.

Tanks don't stop to wait for A gate to open, they just phase through it as it opens. We already have working examples of gates where tanks either stop infront of the gate and wait for it to open. Or where you open the gate beforehand as the tank approaches.

Flamethrower noises still persisting even after the flamethrower tank has died. While snd_restart works, is there really nothing that can be done on your end to prevent this?

You can no longer back-cap the gate, yet when it gets captured, the icon does no not display a lock or robot head to indicate it's locked.

Since this is a beta I'll nitpick your detailing:
-Most building look like a boxes, with only the redstone cargo having features that break up its flat walls
-The building that houses the cap reeaally doesn't look structurally sound. With its walls 1 brick thick and a huge, unsupported concrete ceiling it just looks weird. Don't be afraid to throw a pillar in it and maybe beefen up those walls. Might make fighting in it also a bit more interesting as the bottom floor is quite open
-Walls in general are quite thin all around
-Advice regarding brick and mortar: it is really only good to take compressive loads. If brick and mortar has to make an overhang, it'll either need to create an arch or have another loadbearing material to rest on
44
[PASSED] [MAP] Maple Hill
19
[DQ] [MAP] Hillside Event
31
[MAP] Winterbridge [PASSED]
41
[DQ][MISSION] Steep - Keen Shootdown
46
[PASSED] [MISSION] Hideout - Covert Compromise
Visar 31–40 av 129 poster