STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
1,120
IN-GAME
6,138
ONLINE
Founded
31 March, 2017
Language
English
Location
United States 
Showing 1-10 of 92 entries
9
Casino City - Gambler's Paradise Tycoon
12
[Rejected] Oilrig RC5 - Enchanted Metal
Demo: https://testing.potato.tf/demos/mvm_oilrig_rc5_adv_enchanted_metal-1694301758.zip

Strike, Pass, or No Strike?: No Strike.

Team Lineup:
  • Cariles (Scout)
  • Lemonee (Engineer)
  • Soggy Flaps (Demo)
  • Whurr (Spy)
  • Sergeant Table (Soldier) -> StardustSpy (Sniper)

General feedback:
  • Timewise, each wave is quite short, even with the team often getting pushed to hatch.
  • At the same time, some bot choices are underwhelming relative to the amount of money: this may be a map problem because of the open-ness of the front.

Wave 1:
  • Even for the beginning of the mission, 3 hard ai detonator spammer giants are not particularly threatening.

Wave 2:
  • Not sure what the sandstorm effect/necromancer demoknights do?
  • This is a reccuring theme of this mission: giving robots sfx that ends up being confusing rather than clarifying what they do.

Wave 3:
  • 4 Bowmen straggle at the end.
  • The previous run suggested adding some additional stuff: the Giant Heavies did push us hard, but the wave remains slightly shorter than average.

Wave 4:
  • Permacrit flare pyros are questionable in strength at this stage, but the giant rapid fire plus crit med pocket that they were supporting felt sufficiently challenging.

Wave 5:
  • The yellow sparkles are another case of a very unclear indication.

Wave 6:
  • The floating danger circle above the common heavies are not exactly clear either (they will taunt kill/melee instakill you?).
  • They work fine as a boss telegraph (though at the high money we are given, and the boss's current damage potential, he is not a very threatening robot to begin with)
  • If the flame attack were threatening, it would likely be very annoying, since the hitbox is unclear and the effect can blind players.
7
Shiverpeak - Bytes and Blizzards
13
Sequoia - Collision point
Demo: https://testing.potato.tf/demos/mvm_sequoia_rc4_adv_collision_point-1693774721.zip

Strike, Pass, or No Strike?: Strike

Team Lineup:
  • Cariles (Scout)
  • Lemonee (Pyro)
  • darinsky (Demoman)
  • Say Please I switch to Med/Engi (Engineer - I asked him nicely :>)
  • Hell-met (Medic)

General Feedback
  • In the future I recommend hosting public tests in the potato discord before updating this submission, it's got the trappings of an inexperienced mission maker and the regulars in the discord are usually more than happy to point out where things are going wrong and help people improve their mission making skills.
  • Very inconsistent difficulty and pacing between waves.

Wave 1
  • Super scouts with no support is a very dry opener. Try sending in some support commons ahead of/with them. (Also max bot speed is capped so your super scouts don't actually move any faster than default ones. Which is good because 800% move speed is absurdly high!)
  • The rapidfire giant soldiers are much too deadly this early on, try replacing them with less deadly bots (T_TFBot_Giant_Soldier, for instance).
  • The final subwave with 60 crit bat scouts is wayyy too drawn out. I don't like the idea of attempting to make that subwave work personally but it would probably be more effective if the bat scouts' totalcount was just 20 and they used WaitForAllSpawned (instead of WaitForAllDead) with a value of somewhere from 30-40.

Wave 2
  • Initial subwave is much weaker than anything wave 1 threw at us.
  • Giving the GDeflectors kritz meds results in a far more difficult subwave than the cash amount would call for. Replace them with something like T_TFBot_Medic_BigHeal.
  • Similar to the previous subwave's complaint, the rocket jumping soldiers are far too difficult a challenge for this stage of the mission.

Wave 3
  • Spawn the gas pyros in smaller bursts than 10, it's uncalled for to force people's PCs to render 10 gas cloud particles at once.
  • The giant soldiers are all stacked making the subwave easy pickings for aoe classes. Stagger their spawns so they don't all arrive at once.

Wave 4
  • The first subwave has far too many bots are spawning at once making it a bit ridiculous to deal with. Following this up immediately with a large burst of crit DH soldiers resulted in a bit of a deathball.
  • The crit direct hit soldier subwave is very drawn out.
  • I think it's advisable to give the giant persian demoknights the standard giant stats, as well as reducing their totalcount.

Wave 5
  • Wave overall lacks sufficient difficulty for the given cash amount. The final subwave is the closest to its intended difficulty setting.
  • Please have the bots on this wave drop money. Despite the fact that it is the final wave and there won't be a following between-round upgrade period, players expect to be able to earn cash for the individual kills they get all the same.
11
Humbridge - Hampton Helix
15
Spybase - Waters of a Robot Regime [UP FOR JUDGING]
20
5
[WITHDRAWN] Cliffside - Technological Triumph
11
Humbridge - Hampton Helix
18
Rottenburg - Munich Mugging
15
Spybase - Waters of a Robot Regime [UP FOR JUDGING]
Showing 1-10 of 92 entries