STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
1,480
IN-GAME
7,645
ONLINE
Founded
31 March, 2017
Language
English
Location
United States 
Showing 31-40 of 141 entries
4
Question about hopeful medal
10
[DQ][MISSION] Coastrock - Hardware Acceleration (Expert)
12
[PASSED] [MISSION] Brugge - Sparkbag Subroutine
22
[PASSED] [MAP] Brugge
20
[PASSED] [MAP] Rust Valley
44
[MAP] Silent Sky (Aircrap) [PASSED]
1
Non-Stretching Vaccinator Medic Templates
56
[DQ][MISSION] Meltdown - Test Fire
38
[DQ] [MAP] Powerkeep
General map feedback:
- Catwalk near starting area is a little too narrow, may need to be widened
- Awkward clipping in some areas, like around the pallets of lime (see demo)
- Some of the sniper sightlines (especially on the left side facing from spawn) are very powerful. Consider obstructing them somehow (see demo for gettysburg's comments)
- Tank gate only closes after tank dies, it should close after tank passes thru it
- There is an engineer hint that can see directly into player spawn; please move it
- It seems you've forgotten to build lighting on HDR (see Crinitus's feedback in demo)
- Multiple bombs with a single bomb path seems a little redundant

Advanced mission feedback:

General: the mission as a whole is way too short and easy. Buff some parts and add to other parts, using the demo as a guide.

Wave 1:
- shotgun heavies having 175 hp is weird, revert them to 300 hp
- wave ran a little short overall, consider adding more/adding some LIGHT support to the giant heavies
Wave 2:
- giant heavies have 3000 hp for some reason instead of their normal 5000. consider setting their hp back to normal
- vaccinator medics were stretching. use the non-stretching vaccinator template.
wave 3:
- give giant shotgun pyros instant reload, they're very weak as is
- engineers were spawning without appearing as support on wave bar
- another very short wave, needs more length
Wave 4:
- projectile speed on demos is too high, their aim is off
- remove attributes miniboss from the rapidfire bowmen
- fix the gatebot medics (their AI broke completely)
Wave 5:
- decent wave, but still way too short
Wave 6:
- shotgun heavies also need holdfireuntilfullreload (like pyros from earlier)
- give the shotgun heavies their speed back, they don't need to be this slow
- cut off like 5 pyro stragglers from the end
- way too easy for a boss wave

Total wave time breakdown for: mvm_powerkeep_b02_adv_rebooting_systems
[Victory] Time spent on Wave 1: 2 min 27 sec
[Victory] Time spent on Wave 2: 3 min 2 sec
[Victory] Time spent on Wave 3: 2 min 55 sec
[Victory] Time spent on Wave 4: 4 min 14 sec
[Victory] Time spent on Wave 5: 2 min 58 sec
[Victory] Time spent on Wave 6: 3 min 43 sec
Total success time in mission: 19 min 19 sec (100%)
Total time spent in mission: 19 min 19 sec

Intermediate mission test is next on our queue.

Demos:
Gameplay: https://demos.potato.tf/judging/mvm_powerkeep_b02_adv_rebooting_systems_1561168001.dem
Post-game feedback: https://demos.potato.tf/judging/mvm_powerkeep_b02_adv_rebooting_systems_1561170632.dem
Showing 31-40 of 141 entries