STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
1,201
IN-GAME
6,522
ONLINE
Founded
31 March, 2017
Language
English
Location
United States 
Showing 11-20 of 92 entries
16
Calico RC1A - Emerging Errors
5
[REJECTED] Motel - Motel Madness
Demo: https://testing.potato.tf/demos/mvm_motel_b3_adv_motel_madness_judge-1693341668.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • Sntr (Demoman)
  • Cariles (Soldier)
  • Sergeant Table (Engineer)
  • Whurr (Spy)
  • Skin King (Scout)

General Feedback
  • I'm not going to comment on the map too much here but the convoluted bot routes in conjunction with a flawed nav mesh setup very negatively affect the mission experience as a whole.

Wave 1
  • Bigheal medics are more advisable than uber medics for common combos on this wave's cash.
Wave 2
  • The jumbo rocketshotgun heavy + shield med combos can be a bit overwhelming in conjunction with constant heavy support, we managed fine due to the presence of spy but I still will recommend reducing totalcount to about 8, spawncount to 2, and waitbetweenspawns to ~8.
Wave 3
  • Bonk scouts should start spawning as soon as the wave starts to provide some activity while the gauntlets shuffle their way out.
  • Add some infinite support for the tank after all other bot spawns have been expended.
Wave 5
  • I think giving the persian demoknight's medics SpawnWithFullCharge presses in on the player's enjoyment of the experience slightly too much, I recommend removing the attribute.
  • I find vaccinators function best when they vary between blast and bullet resist to provide more teamplay dynamics.
Wave 7
  • Crit FaN scout subwave should be shortened up and the following subwave should begin sooner.
  • I can't really find a good justification for the presence of red bots given they only ever spawn during the penultimate subwave and lack any spectacle and impact when they do show up.
19
Tensai - Drastic Dismantling
18
frostwynd - Medieval Madness
Demo: https://testing.potato.tf/demos/mvm_frostwynd_rc1_adv_medieval_madness-1692390058.zip

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

Team Lineup:
  • Cariles (Medic)
  • Sntr [Wave 1 (Engineer)] > [Wave 2-4 (Heavy)]
  • Mudun (Sniper)
  • Capitaine Garen (Demoman)
  • darinsky (Scout)

General Feedback
  • The first two waves employ many ranged bots as well as bots that chunk down your health when you're close to them. This makes the early-game experience feel rough without a huntsman sniper present which is opposite to the balance you should be pursuing in medieval where most other classes are limited to melee options only.
  • The custom upgrades are appreciated as they allow more classes to be viable comparative to huntsman sniper and demoknight.
  • Engineer's buildable shield is disappointing, it doesn't do any damage to bots passing through and fails to block blast damage making its only utility against bullet-style projectiles. Tacking on its short duration results in the feeling that it's overall a waste of metal rather than any sort of interesting defensive option.

Wave 1
  • Wave overall has inconsistent difficulty scaling.
  • I do not recommend using giant charged soldiers this early.
  • Drags on for far too long, some subwaves should be sacrificed.

Wave 2
  • The buff/conch soldier subwave is the hardest part to deal with in the mission given how early on it is (players lack resistances) and how the team is simultaneously being split up by the presence of a tank. I recommend using entirely different bots.

Wave 3
  • The expert skill heavy boss is very questionable, especially on a map having areas as open as frostwynd does.
20
1
Nox - Rubious Ruby's Rampage
8
Waterlogged - Cryodoom
11
Quetzal RC5 - Aztec Aeriality
13
Sequoia - Collision point
19
Tensai - Drastic Dismantling
13
Whitecliff - Dover2
Showing 11-20 of 92 entries