STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
2,230
IN-GAME
9,807
ONLINE
Founded
31 March, 2017
Language
English
Location
United States 
Showing 31-40 of 92 entries
31
OILRIG /// WATERS OF WRATH
2
[WITHDRAWN] Humbridge - Abutment
8
[MAP] Decompose (Depot Event)
Demo: https://testing.potato.tf/demos/mvm_decompose_rc4_adv_genocidal_genesis-1660679016.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • Jurrell (Scout)
  • dexc34 (Soldier)
  • Sntr (Demoman)
  • DaMno (Heavy)
  • Dr. Cactus (Engineer)
  • A+drew (Medic)

Miscellaneous Feedback:
  • The clip brushes for the crystals should be using blockbullet textures rather than player clip textures.
  • The roof of the building in the center of mid (one with the vent prop surrounded by railings) should be clipped off.
  • Lamp prop above the doorway leading from bot spawn to the outside should be made non-solid.
  • All door props should be made non-solid.
  • The areaportalwindow covering the large doorway past the gate (where the bomb travels through) and the areaportalwindow right above it have aggressively low fade values. Could also increase the distance between the fade start and fade end so that the fade in is less noticeable.

Layout Feedback:
  • The path bots take to the gate is very narrow, could use a rework (Sntr's Suggestion).[imgur.com]
  • The underworld is fairly uninteresting to traverse and soldier and demo can pretty much clear the entire thing in a couple seconds. Ideally it would be made riskier/more dynamic in some way.
  • The underworld exit being just a straight drop down from so high up limits players' movement for unnnecessarily long and is a bit disorienting, and having only one exit in the center of the map limits the utility of the bonuses when the bots are concentrated in a different area. One suggestion is to have three exits for three segments of the map.
  • Put ramps or bricks/cinderblocks + player clips here[imgur.com] and here.[imgur.com]
  • Could put stairs here.[imgur.com]
4
[REJECTED][MISSION] Yiresa - Reprogrammed Redestruction
2
[REJECTED][MAP] Waterlogged (Reverse)
9
[REJECTED][MISSION] Waterlogged - Hazardous Horizons
https://github.com/Jurrell/Waterlogged/blob/8a5fd9dd6329e22b4c6fd392e2b248a6a0fb9743/jur/mvm_waterlogged_prv3_rev_adv_hazardous_horizons.pop

Changelog V4
Various additions have been made to expand on the boss fights and to make them more dynamic and interesting. Heavy has also been nerfed to equalize the mission's heavy usage of bosses and had his explosive rage given more utilities to compensate.

Rebalances:
  • Heavy firing speed upgrade now costs 500 with 1 tick
  • Explosive rage now has +50% increased damage against tank and 70% decreased self splash damage while active
  • National Pride buff radius decreased back to 200 hu
  • Baby Face's Blaster has lessened boost reduction on air jump and when hit

Wave 1:
  • Made Bomb Fella's reload animation look better

Wave 2:
  • Added a stationary gheavy at the end of the catwalk and 2 tomislav gheavies that spawn on 2 sides of the arena with mobber, they're meant to make the intro to the boss wave more dynamic rather than a straight forward damage race
  • Sergeant Shapeshift now turns into an ubered captain punch instead of teleporting away
  • Marked robots now have marked particles above their head like wave 5's
  • Slightly increased spawn rate and cap of support at the last phase

Wave 3:
  • Doctor Doppler now goes outside

Wave 4:
  • Corporal Canteen no longer uses uber canteen when spawning in

Wave 5:
  • Added a stationary brass beast gheavy at the end of the catwalk and 2 crit tomislav gheavies that spawn in at the start to make the fight more interesting and allow more time for the boss to cycle between its spellcards
  • The helicopter now has interruptaction to force it to stay next to the tower
  • Ranger Rockethell now has 3 more spellcards, the first 2 are cycled between after the 1st intermission. The 3rd one is added into the spellcards cycle after the 2nd intermission
  • Ranger Rockethell now gains a level 1 rotating projectile shield after the 2nd intermission
  • Drones fired by shapeshift prototype (and now ranger rockethell) can be destroyed by shooting them out of the air (50 health)
https://github.com/Jurrell/Waterlogged/blob/8b19411f5c1afb9cb4d92b851200dd211251aba9/jur/mvm_waterlogged_prv2_rev_adv_hazardous_horizons.pop

Changelog V3
General:
  • Custom projectile shields' hit effects now spawn at the torso instead of feet
  • Attempted fix for somehow getting infinite explosive rage
  • Attempted fix for buffer overflow on wave 4 transition
  • All wave bars are fixed

Rebalances:
  • Custom Canteens
    - Removed canteens that didn't have an interesting enough functionality in order to reduce overchoice

  • Blundergat
    - Switched firing speed attribute to fix funky upgrade bug
    - Reduced damage output to a reasonable amount (from 2.0 more bullets to 1.2)
  • Caber
    - Sentry buster form is now smaller so that it doesn't stuck on the arena spawn door
    - Now blocks healing while in buster form to avoid a funky glitch with being healed
  • Comfortably Numb
    - Now builds uber like a normal medigun alongside being able to take damage to deal uber

Waves:
  • All Waves
    - Intermission upgrade breaks are shortened in half from 20 seconds to 10, except for wave 4 which only has one intermission that syncs to the music

  • Wave 3
    - The junior fellow will now tell you about being able to destroy generators to free allies
    - The first generator is repositioned to allow you to see the trapped robots while shooting it in order to convey this through gameplay
    - The first patch of trapped robots now spawn instantly
    - Third generator now repositioned to be immediately visible from the 2nd gate spawn rather than tucked away in a corner
    - Major Dillweed now spawns near the gate and arrives sooner
    - Slight wave structure changes to accomodate for generators moving
    - Giant Shotgun support now visible in wave bar

  • Wave 4
    - There are now 2 stationary gheavies at the start that lead you to the first tower and allow the boss to move up
    - Corporal canteen now also spawns near the tower instead of in the tank spawn
    - After the gate is captured panic attack heavies are spawned in the factory spawn to lead you to the next location, a drone man is also spawned in the way to keep you occupied while moving in order to make it not an awkward downtime for most classes
    - Sergeant receiver now spawns near the tower

  • Wave 5
    - There's now an annotation on ranger rockethell telling you to kill the marked targets to make him vulnerable again during the first 2 midphases
    - The towers are now uncappable until the miniboss of the midphase is defeated, they now have 2 seconds cap time
    - First tower has an annotation telling you to capture it after the miniboss' destruction
    - The arena helicopter should now be placed at a proper height so its hitbox shouldn't clip to the celling
2
[REJECTED][MAP] Waterlogged (Reverse)
Showing 31-40 of 92 entries