STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
989
IN-GAME
5,854
ONLINE
Founded
31 March, 2017
Language
English
Location
United States 
Showing 51-60 of 129 entries
36
[PASSED] [MISSION] Casino City - Vindicated Vices
oh lookie here:
https://demos.potato.tf/mvm_casino_city_b6_adv_vicious_vices_1556989125.dem

mvm_casino_city_b6_adv_vicious_vices
[Victory] Time spent on Wave 1: 6 min 3 sec
[Victory] Time spent on Wave 2: 5 min 48 sec
[Victory] Time spent on Wave 3: 5 min 8 sec
[Victory] Time spent on Wave 4: 6 min 49 sec
[Victory] Time spent on Wave 5: 5 min 54 sec
[Victory] Time spent on Wave 6: 4 min 16 sec
Total success time in mission: 33 min 58 sec (100%)
Total time spent in mission: 33 min 58 sec

General:
-Just use the BfB for the nighterror's scout icon, the current icon doesn't tell me anything. I didn't even realise it was a scout hat
-You have a few misspellings in your robot names, such as croud buster (Crowd*). Other names, most notabely in W5 I did not feel were very usefull in figuring out what they do.
-Any normal soldier that uses a shotgun should just get the shotgun icon, not his regular soldier icon
-If shieldmedics can pop über, use the uber cross in their icon. Also, shield medics don't ignore RED players

W1:
-This is too early a wave for a sentry tank. with $500 to boot we can't really get all the resistances needed to survive it, or the firepower to kill it without losing too much ground

W3:
-Why is "call the chief" so bloody fast?

W4:
-Something took a small bite out of the wave progress bar
-remove last 2 giant soldiers and anything that accompanies them, after the tanks are dead it just drags the mission on. Besides, with what reaching nigh 7 minutes a bit of a timer saver would be in order

W6:
-Someone took a nibble out of the wave progress bar again
-The last few bots of the mainwave took awefully long to spawn
31
[MISSION] Steep - Bandwidth Beatdown [PASSED]
37
[PASSED] [MISSION] Barren - Clanker Carnage
Have a gander:
https://demos.potato.tf/mvm_barren_final_adv_clanker_carnage_1556913619.dem

Total wave time breakdown for: mvm_barren_final_adv_clanker_carnage
[Victory] Time spent on Wave 1: 3 min 14 sec
[Victory] Time spent on Wave 2: 3 min 7 sec
[Victory] Time spent on Wave 3: 3 min 40 sec
[Victory] Time spent on Wave 4: 3 min 15 sec
[Victory] Time spent on Wave 5: 3 min 6 sec
[Victory] Time spent on Wave 6: 2 min 36 sec
[Victory] Time spent on Wave 7: 2 min 27 sec
Total success time in mission: 21 min 25 sec (100%)
Total time spent in mission: 21 min 25 sec

General:
Your mission is very much on the shorter side of things, and when you adress most of the issues I have listed I fear it might become too short for other judges. I can't really point to any 1 particular wave (besides 6) but do try to see if you can buy some more time just to be safe. The only advice I can give is: where ever time is lost where complaints of it being slow is, add more bots/squads/a subwave/other name for group of bots to make up for (and maybe add a lil' extra) time.
Balance wise however your mission is fine, arguably a bit on the easier side but rather it be a bit easier than overtly hard.

W1:
-The bonk scouts slowly dealt with

W3:
-The part with the giant pyro + 3 heavies with 1 medic was getting a bit repetious and rather slow to chew through all of them
-10 FaN scouts were stragglers

W4:
-Just turn the demos into infnite support, seeing as they are here most of the time. The last tank standing could also so with something to back it up as its main-wave support for these tanks is rather quickly felled, leaving the bomb rather lonely.
-Strange pause before the tank starts showing up. It's not exactly like we got done facing such a challange we a breather

W5:
-Many of the giant soldiers are easily dealt with being so close toghether. Why not have, during the part where you are spawning 2 charged soldiers + 1 other flavour soldier, have the other flavour giant use the flank spawn

W6:
-Personally, I find this is rather short, it could really do with extra. In order to avoid repition I suggest a unique subwave could be in order

W7:
-Again giants (giant solly and demo) so close toghether is very easily dealt with. Why not spawn 1 giant through main spawn and another through flank?
25
[DQ] Derelict - Iron Kaputt
Have a looksie:
https://demos.potato.tf/mvm_derelict_rc2_iron_kaputt_1556824420.dem

GENERAL:
-You're missing the adv_ prefix on your mission name to indicate difficulty
-You don't need this many custom icons in your mission. We're not going to accept every custom icon, as icons take up a majority of the download time (being small in size, but many different files take longer to process to and 1 equally big file).
-Many of your icons just look like they've just gotten their brightness lowered, a black-and-white filter, otherwise made edgier, or just got animations. They don't convey any new information that the pre-modified icon can already communicate to the player. (also, many of them end up looking a bit lower quality as they're suffering double or more compression)
Just use regular valve/the unmodified icons
-The mission is slowed down alot due too frequent breathers even after bots that posed little challange
-What's also slowing the mission down is the occasional spawning of mainwave being very slowly.
-Some names tell little to nothing about what a bot does, even the translated names for some bots are not helpfull.
I still don't know wether or not the giant medics were actually armored medics, or that the grey crosses are just in the this iron theme you have going on while they're regular medics
-I highly disagree with heavies having mark for death on their miniguns. This basicly has you marked most of the time, and because of the numbers they're deployed in everyone is marked. There's no real way for you to avoid this besides retreating and breaking line of sight. You can't really prioritise this target either when other heavies are on the field as they all look the same.

Atleast the snipers deploy in low enough numbers to not endanger everyone and they also shoot alot less, FoW scouts (if you used them) are easily bent and need to be in melee range, sodapoppers wear of, and buff banners only affect bots within range and can be priotised due too the disctintive flag. These heavies have none of those ails

Total wave time breakdown for: mvm_derelict_rc2_iron_kaputt
[Victory] Time spent on Wave 1: 5 min 41 sec
[Victory] Time spent on Wave 2: 5 min 44 sec
[Victory] Time spent on Wave 3: 6 min 7 sec
[Victory] Time spent on Wave 4: 5 min 43 sec
[Victory] Time spent on Wave 5: 6 min 22 sec
[Victory] Time spent on Wave 6: 2 min 33 sec
Total success time in mission: 32 min 10 sec (100%)
Total time spent in mission: 32 min 10 sec

W1:
-Why'd the spies drop money?
-Otherwise fine

W2:
-This is probably the most heinous icon. Your banner soldier's flag is very hard to read, I can only think that's a shield in the flag.
I have not the faintest clue what banner this is. The pressumed shield makes think it's a battalions, but it's using the buff banner's square flag. Just use the regular flags
-Very slow burner and easy start slowly chewing through alll the demoman
-The wave overall is slow, with weird breaks between the batallions and before facing the giant pyro's. It's not like they've put up such a fight we need a breather
-Just use actual giant FaN scouts, instead of this work around with heavies. It's much more important to know it's a fast boy than that he has a shotgun. If you really want to use heavies because of cosmetics, nothing is stopping you from slapping these cosmetics on robot scouts
-This wave general suffer from the trend of "1 kind of bot at a time" which is boring, and makes the robot squads very easy to tackle as there is nothing else that can catch a certain bot's shortcomings

W3:
-It gets very slow once the FoS start rolling out
-Without melee resistance being a thing, your crit melee with +60% dmg bonus really bloody hurts. Not only that these medics drag the wave out beyond fun. You might as well remove these and replace the conch+crit heavies with a more statisfactory end. Or have these 2 squads acompany eachother
-Your medics are also trying to heal other bots, which they can't because saw

W4:
-Realise that crits multiply dmg. Your opening heavy has an 750% dmg bonus, and crits (*300%) ontop of that. He does 7.5*3= 22.5 more dmg than normal AND because it's crits he suffers no dmg fall off. He's instakilling even fully resistant players and smashes building
-Remove 1 barrage soldier near the end

W5:
-You have icon stacking with your crit mark for death heavies
-Giant demoman with medics and conches spawn very slowly after one another

W6:
-I'd rather see a full fledged wave with a mediocre boss thats propperly backed up, than a wave that is nothing but a alright boss with naught but a few spies backing him up
25
[PASSED] [MISSION] Underground - Mineral Mania
32
[PASSED] [MISSION] Barren - Binary Breaker
17
[DQ] [MAP] Overrun
Demonstrations Man:
https://demos.potato.tf/mvm_overrun_a3b_adv_overflow_optimization_1556738150.dem
post production footage: https://demos.potato.tf/mvm_overrun_a3b_adv_overflow_optimization_1556742424.dem

MAP:
-Can't point to 1 cause, but on wave 3 after the break was over, the ground everywhere was flickering bewteen lit and shaded.The bomb path indicator was also flickering.
-The ground on the front still has funky lighting going on
-I do not at all agree with foward upgrade station also serving as a flank route. At one point the bots even used it to carry the bomb past us. I mainly disagree because this path leads through that little midsection people use to safely rotate from outside to inside and because it's hard to rotate from front back to foward upgrade station (without blast jumping atleast)
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1729270402
-This giant conch soldier got stuck after teleporting and trying to walk out
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1729270449
-It's very hard to jump on this tank to get up a floor (or to just use the little perch), due too this it's faster to just walk back or foward and take the pipe
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=1729270493

MISSION:

General:
Don't use so many mini giants so frequently, with the money we have to work with the damage you expect of us is way to high. However the troubles with with this mission can not simply be solved by throwing money at it.
I fear you might be going too custom here, throwing in bots merely for the sake of it more-so than any actual tactical contribution or potential synergy.
Another general theme is a constant stream of painfull, tanky bots thrown at you with little to no breathers besides upgrade breaks.
Your mission is also getting too long to be fun, even with copious use of the PANIC! button


Total wave time breakdown for: mvm_overrun_a3b_adv_overflow_optimization
[Failure] Time spent on Wave 1: 1 min 1 sec
[Victory] Time spent on Wave 1: 11 min 59 sec
[Victory] Time spent on Wave 2: 12 min 13 sec
[Failure] Time spent on Wave 3: 2 min 8 sec
[Victory] Time spent on Wave 3: 13 min 42 sec
Total success time in mission: 37 min 54 sec (92%)
Total time spent in mission: 41 min 3 sec

W1:
-Make giant scouts normal bat scouts
-Make deflectors regular heavies, reduce maxactive
-Make your heavy shotguns regular sized, they already have the FoS for the tanking
-The giant heavy + shield medic needs some support to prevent the bomb from resetting in their prescence
-The final giant demo doesn't need a shield medic, fighting one in these tight spaces is very hard, especially when they take the upstairs route

W2:
-You have so much on your wave bar it breaks, cull some bots do have it not break
-4 giant rapidfires at once with crossbow medic accidently healing them isn't going to fly
-Why are we geting an upgrade pause with $270? It's too early and we barely have money to spend
-Your tanks have way too much support backing them up, they're also bloody relentless, rarely allowing you to move up and start hammering away at the tank
-Even with cupious use of the panic button, this wave hit 9+ minutes in lenght

W3:
-Breaking the wave bar again. Also the progress bar already has a nibble taken out of it before we even begin the wave
-Engineers spawning behind, 2 tanks, 2 giant hou-longs with long über medics, crit BFB's and gass passers all at once. This is simply way to overwhelming
-Why do you even have gass passers walking around when the giant hou-long heater can ignite players himself?
-Chewing through 50 battalions spawning 1 at a time can, and will, take very long
-Teleporters don't appear on the wave bar, because you're using too many icons and breaking the wavebar
-I'd rather be told the demo's were burtstfires rather than they have loch n loads in their icon
-Getting ganged up on by 5 spies at once is not fun
19
[MISSION] Outlands - Out of Options [PASSED]
23
[DQ] [MISSION] Condemned - Horzine Hospitality
We seem to have completely forgotten to leave our feedback right after testing. Oops.

There's a demo for you to gander at:
https://demos.potato.tf/mvm_condemned_b3_adv_horzine_holocaust_1556387624.dem

The mission is too long, we kinda get the joke after nth wave, further repitions become a slog with 7 Waves, especially when you have multiple going in the 5+ minutes. Seeing as this mission is moreso a reference than anything, keeping the waves to an average of 2 minutes with 7 waves would suit you better as to not outlast the comedic effect of being a giant reference.

Altough personally, I'd like to make the suggestion of keeping it down to 5 waves, it'll still be a KF reference while not outstaying its welcome. Less waves can better validate being ~5minutes in lenght. With less waves you can also make the 4 beginning waves less repittious, each wave being more unique with the addition of new zeds for example (and those newer zeds not sticking around so long to become used too).

Your icons, while references to KF, often tell nothing about what they're going to face unless they've played KF. But even then some icons are very hard to read at 64x64 and we don't always know how you've translated those zeds to TF2. No one was able tell what the tesla husk's icon was (we didn't even know it was a husk), or that the fleshpounds where going to be KGB's.
If you're THAT keen on keeping KF icons I suggest you atleast put the weapon/class the bots wield/are in the bottom right corner, where you'd usually find the heal-on-kill cross on normal icons
But it would be much better to just use regular TF2 icons, everyone's familiar with those.
Showing 51-60 of 129 entries