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Potato's Custom MvM Servers potatomvm
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Potato's Custom MvM Servers potatomvm
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Showing 11-19 of 19 entries
45
[ACCEPTED] [MISSION] Underworld - Demonic Dominance
CHANGEGS V3.0
https://drive.google.com/file/d/1cQXERc8H0nTN-_lLhrFqZjccILMoaRa1/view?usp=sharing

Item Nerfs (Why does this exist)
(-) Bootlegger and Booties: Regen 15 -> 10

Wave 1: Fixed Grammar lol

Wave 2
(-) Removed Push on the Demoman

Wave 3
(-) Shadowmancers fire slightly less often
(-) Giant scouts move slower (1 to 0.8)
(-) Gave the Demoknights a damage penalty
The tank has generally never been a concern

Wave 4
(-) Changes uber meds to quick uber meds
(-) Made them come out 5 sec instead of 4 sec between each giant
(-) decreased their movement speed from 0.5 to 0.4
(+) finally fixed the last subwave being waitforalldead with the ironbomber burst
(+) Increased threshold of Uber meds in final subwave from 50 to 150
(-) Made them giant quick uber meds (with -2 uber time instead of -3)
(+) made the heavy med pair spawn with a wait between 25 instead of 30

Note: there are some push burst ironbomber demoman here but theres enough cash that they barely play an impact.

Wave 6
Fixed Music
Buffed Guardian of Sun to shoot out fireballs more often (10 sec timer with 6k cash bruh)
Nerfed some of the movement speeds of the phases.
Specifically the harder second part.
Fixed Broken path but while fixing it apparently a more broken path has been invented: The boss now occasionally takes the FLANK PATH. I have no idea why this happens but all I know is that this is what happens when the first bomb is pushed or something so I added Vertical vulnerability multiplier incase someone decides to push the boss into the death pit.
https://drive.google.com/file/d/1WQ_9TGw9Ch-XdWoOvGRV4HQkB0vgVjBQ/view?usp=sharing
Files:
Compressed Music
Pop.file

Rebalances:
Ok ngl, what are you expecting me to do with that comment. Its meant to be a weapon more of the fun side. Its quite satisfying to use and that's about it.

(+) Buff
(-) Minus
Changes:
Wave 1
Subwave A
(+) Added soldiers

Subwave B
(+) Increased tank hp
(+) Much more Volcano Fragment pyros spawn now. (there are 2 waves of max active 6. 1 after the scout support, and 1 after the giant demos die)

Comments: This wave is meant to be short and sweet introduction. I did extend the rest of the waves

Wave 2
Subwave A
(+) Shortened Pumpkin Lord's Pumpkin Bomb spell timer.
(+) Increased amount of demoman
(+) Decreased waitbetween spawns of both the pumpkin lords and demoman
(+) Added Volcano Fragment pyros as cannon fodder

Subwave B
(+) Added Demoman to the support
(+) Volcano Fragment pyro support lingers into this subwave
(+) Final 3 Burst Bowman are nolonger tied to a waitforalldead for the first 3 Burst bowman
(-) Bowman now have 2500 instead of 3000

Subwave C
(+) Added 1 more pyro and 1 more heavy
(+) Fixed Sun on a stick scout support
Side note: Braindawg did tell me is going to be the new standardized sunstick icon.

Comments: This was definitely the wave I had to buff the most, it was too short and too blank and too everything.

Wave 3
Subwave A
(+) Shifted the Sun on a stick Scouts from Subwave B to Subwave A
(-) Removed 1 Shadowmancer
(-) Removed soldiers in this subwave
Note: Gets dominated by medic shield

Subwave B
(+) Increased Tank hp
(+) Changed Sun on a stick scouts to giant demos with soldiers

Subwave C
(+) Added more quickfix Medics
(+) Unsure: I think I removed the waitbeforestarting too but this is too minor to be noticed.

Comments: Subwave B is purposely meant to be slightly easier because the demoman are linked to Subwave C. So if a team were to completely focus on the giants, Subwave C was instantly activate.

Wave 4
Subwave A
(+) Added uber medics to the giants
(+) Increased the blast radius of Skull Soldiers
Note: Also gets dominated by medic shield (but rest of the subwaves counter it)

Subwave B
(+) Increased amount and spawnrates of Ironbomber Bursts
(+) Added a sub-giant quickfix medic to the Conch
(+) Increased waitbetweenspawns for the main squad

Subwave C
(+) Removed Squad on the common heavies
(+) Changed Regen Med to a poppable Uber Med

Comments: I'm generally unsure about the Engie, but so far it has almost never played a major impact.

Wave 5
No Changes. I ended up balancing every wave to be around the same difficulty as this wave since it is the only good wave.

Wave 6
Part 1:
Reduced Music Size to 2.4mb (Creatorforce approved)
Buffed almost all the health of all the giants.
Suns 5000 -> 7500
Arrows/Storms 7500 -> 10 000
Destruction 7500 -> 10 000
Calamity 7000 -> 12 500

Part 2:
Removed Almost all text in the boss, except for its spawning text, flame rage text and death text.

Boss itself... I basically gave it more health, more damage, more minion spawns, and its last phase is no longer free... well kind of.

Final Comments:
Basically almost all the buffs were tested to be as similar to Wave 5 as possible.
Contains: Pop.file, Music and icons (Only VTF and VMF)

https://drive.google.com/file/d/1rbN9dxbaynuWMRqVX4jvarAV4Rjws2l5/view?usp=sharing

Wave Bar for those interested:
https://cdn.discordapp.com/attachments/857953626000457758/863824469695791124/demonic_dominance.png
Mission commentary (Getty's told me to post it here rather than download the text file)
Please read this before posting the feedback.
----------------------------------------------------------------------
Demonic Dominance, Underworld Advanced Mission by Hellblade

Mission Commentary
IMPORTANT NOTE: The entire thing is organized based on waves and subwave, read the part that you need to and not read the entire thing.
Test count before submission: 19-23 (Lost count)
Started: 25 June 2021
Submitted: 12 July 2021 (Total Days taken: 18)

I basically wrote this entire thing so that the judges can not only see the waves but understand the thought process behind these waves so that it is easier to give feedback that both the judges and I can get come together.
Most custom bots used in this mission are giants.
There are small usages of homing (15-30) just to make it so that projectiles are easier to dodge when near but can make a bigger impact while further.
This mission gets completely shredded by Heavy, but I've done enough tests that I the difficulty matches Advanced quite well.

//////////////////////////////////////////////////////////////////
Some Weapon Changes
Volcanic Fragment and Sun on a stick: Damage bonus and crit on fire (Don't ignite)
Eyelander and Horse taker: Lower attack speed but attacks hit everyone around and ignite. (Plus cool fire effects)
Booties/Bootlegger: 15 Regen and 50% melee resistance
Liberty Launcher: Gains homing

Volcanic Fragment, Sun on a stick, Eyelander and Horsetaker mostly got buffs since it's related to the theme of "Hell".
Eyelander, Horsetaker, Booties and Bootlegger got buffs just so that the melee isn't as bad for demoknights. Plus demoknight is fun.
Liberty Launcher, If I'm being honest, I only put this in here because it's the most fun I've ever had with a rocket launcher.
//////////////////////////////////////////////////////////////////

Wave 1:
Subwave 0: A singular Flaming Demoknight
This subwave only exists to showcase to players what kind of custom bots they might be seeing in the mission.
It doesn't really have any threat but it serves as an introduction.

Subwave A: Flaming Demoknights with GRU and Soldier support.
The flaming demoknights was something I was originally experimenting with to see how I can make Demoknights not only tanks but also threaten people at longer ranges.
A little touch I did was to add small amounts of homing to the fireballs (15) to ensure the fireball still remains rather effective long ranges while being easy to dodge for more mobile classes like scout and soldier.

Waitforalldead
Subwave B: Giant Demoman with guarding pyros and tanks. Support Scouts and Volcano fragment pyros
The Volcano Fragment pyros are Mobbers so that they target players attempting to shred the tank rather than focus on the bomb.
They activate when the scout support is dead and when the giant Demoman are dead (in greater numbers if the demos are dead.)

It's a good kick to the start to the mission.
//////////////////////////////////////////////////////////////////

Wave 2:

Subwave A: Pumpkin Lords, Steel Gauntlets and Demoman
The pumpkin lords provide area denial and force classes like Heavy and Engie to move their things more often.
At first, they aren't as threatening but once the Demoman starts assisting the battle becomes a pumpkin bomb battlefield.
Oh yeah and they spawn skeletons as cannon fodder when they are about to die.
Randoms would more likely struggle with this wave since it gets harder if the pumpkin lords aren't focused down.

Waitforallspawned
Subwave B: Burstfire Bowman and Huntsman
The Burstfire Bowman does most of the leading for this wave. Coming in ones, then twos then finally in threes. Nothing much to be said.
They are meant to immediately pressure Red's defenses after dealing with the first subwave.

Waitforalldead
Subwave C: Giant Pyro, Heater Heavy and Sun on a Sticks.
A final push for the wave. Originally it was 2 heater heavies but there was too brutal and the pyro seems to have lacked.
The sun on the stick scouts act mostly as cannon fodder but if you don't take care of them and if you're in flames they'll definitely bite.

//////////////////////////////////////////////////////////////////

Wave 3:
Side note: This is easily the hardest wave for randoms.

Subwave A: Shadowmancers with soldiers, Flaming Demoknights, Flare Pyros, Scouts
Shadowmancers, I decided to use smokescreens as a defensive measure.
Rather than blinding players, it uses the smoke to cover whatever is behind it.
With them glowing, the smoke screen isn't as cancerous as most people would make it out to be, since everything that would be threatening would be outside of the smoke screen
(soldiers are squaded with Shadowmancers, therefore they will almost always be outside of the smoke screen. Not to mention the glow also makes them easily targettable.)
The most threatening bot there would actually be the flaming demoknights since they also spawn from the side.
Also the Shadowmancers shoot a bat spell when they're low to scatter anyone who is too near them. Allowing the squad behind them to progress slightly more easily.

WaitForAllDead
Subwave B: Tank, Sunonastick Gscouts, flare pyros and soldiers.
The Gscouts basically come almost the moment the fog settles. Giving quite a "readiness check" for players.
The Flares pyros also help to try to ignite players for the Gscout to crit.
The Gscouts are on max active 1, so that newer players don't get absolutely crushed by the next wave (as they will kill it slower).

WaitForAllDead Sunonastick GScout
Subwave C: Burstfire soldiers, Soldiers and Quick uber meds
The tank from the previous subwave would be enough for the burstfire soldiers to act as a final push. The burstfire soldier's devastating burst combined with the more consistent rockets from the soldiers are able to give quite a surprising challenge that I did not expect while making this.

//////////////////////////////////////////////////////////////////

Wave 4:

Subwave A: Flaming Skull Soldiers and Burstfire Demoman
3 of each spawn in about 5 seconds of each other. They push, kill and thats basically it. Medic shield and spy would destroy this subwave... until the next 2 subwaves
The Flaming Skull Soldiers basically 1 shot in a direct hit if you don't have resistences.

Waitforalldead
Subwave B: Giant Conch with Dragon Fury pyros and Burstfire Ironbomber support (Heavies also spawn at the start but they are no big deal)
Giant Conch with Dragon fury pyros to immediately start rushing to the bomb the moment subwave A ended.
My only concern with this wave is for classes like Pyro and Scout maybe not being able to deal with the Dragon fury pyros

Waitforalldead
Subwave C: Giant Fireball Gatling Heavies with Giant Regen Medics and heavy support (only for the start)
This is basically what originally wave 2, subwave C was going to be. But it was def too early for it. Another final push with a heavy. (man I do final pushes a lot for these waves.)

//////////////////////////////////////////////////////////////////

Wave 5:
The Finale

Subwave A: 2 tanks, Soldiers, Colonel Barrage with Medics.
20k Tanks with a colonel barrage crowd controlling the tanks and the corridor of the middle sections of this map. It actually plays rather well and chaotic.

Waitforalldead, Colonel Barrage
Subwave B: Giant Pyros, pyros and heavies
5 Giant pyros plow through your defenses the moment the colonel barrage are down. If your team isn't good at tank shredding this subwave is def gonna be tough.

Waitforalldead
Subwave C: Fireball Demoknights, Charged skull soldiers and Demoman.
The finale of flames. It is honestly not as hard as it looks. Now the flaming skull soldiers are now charged too.

Its a chaotic yet not too threatening finale.
//////////////////////////////////////////////////////////////////

Wave 6:
The boss battle.

Part A: The 4 guardians.

If I'm being honest, this was debatably the most hardest wave I've both made, and both decided to make and if I were to get a strike, its definitely because of this wave.
The entire concept around this wave is to break the mold of mvm and to get players to do something more engaging/offensive-like but it was confusing to do.

1) Originally there was no lose cond.
There used to be no lose cond because I knew how chaotic this first part would if I had a lose cond, yet everyone insisted there should be one or there wouldn't be the urge.
My counter arguement was that the urge is to complete the mission so therefore an urge was not needed but everyone basically told me that I needed a lose cond.
So I added one and it became a lot more chaotic and messy if I'm being honest. Since commons spawned from the guardians would flank to get to the bomb (granted they were easy to kill) and the guardians stood in the way of the bomb and respawn room (so you still need engie).

2) Too different from standard mvm.
Most people who are experienced and extremely familiar with mvm would dislike this wave, mostly because it is abnormal and against what they mostly know about mvm.
While I know that a wave like this is against the design philosopy of mvm, it isn't against the design philosopy of tf2.
Most experienced mvm players might not enjoy this, but looking at randoms. They would play casual, and they wouldn't mind having the energy to move out of their seats to do something.
I wanted to create an experience and a thrill of something more adventure like with this part which is something a lot of judges I know would dislike.
But looking at the target audience, the randoms who not only play mvm but also casual, I think they would enjoy something like this.
Its the reason why some people actually like MA despite how bad it is to most mvm players. Its an adventure, not something super unbalanced

Quote from swordstone:
i understand, yeah, you're trying to do something different and fun and breaking the mold of what people usually get from MvM
in that regard I respect what you're trying to do here. if this was more of a challenge map I'd be all for it
but in the context of a tour, with other, more standard missions, it sticks out in a way that doesn't really do itself any favors

Bugs:
Zombie cosmatics on the giants don't work for some reason
Sometimes the glow on the bots don't work properly. Idk y (Possibly)

Part B: The Arch Demon.

Phase 1: Free phase tbh. Its really a phase to for players to quickly get to the boss.
Phase 2: Burst skull phase. Hurts but not too much... yet
Phase 3: Caustic (I wish I had a better icoon), with medics. The medics introduce whats gonna happen basically beyond
Flame Rage
Phase 4: Axe Throw. Phase 2 combined with Volcano fragment and sun on a stick scouts
Phase 5: Spell Caster. Flaming Demoknights spawn along with
Phase 6: Flamestorm. Flaming Bison and Pyros,
Phase 7: Meteor. (Moves VERY SLOWLY). Summons Giant Fireball knights. Does nothing else after initial meteor.

Bugs:
Phase 3's Green Flames don't work.

//////////////////////////////////////////////////////////////////

Conclusion:
I made this mission trying to think of ways to use many things in sigmod without making them too problematic nor tried to make something spammy (except wave 3A but they are the only threats)
Even adding things many people disagreed or would yell at me for despite actually it being not too bad.
It was quite a joy and stressful making this mission, seeing that I was able to prove others wrong with my mechanics.

I wanted to make a memoriable, epic and unique Finale. In mvm terms I don't believe that this is an epic mission or anything but if theres 1 thing I believe in, is pleasing the randoms.
DD might've been horrible (for a number of people) in terms of mvm balance and everything but if there's 1 thing I learnt from it, is that it still creates memories of the mission.
With that, I thank you for reading the commentary.
Difficulty: Advanced

Custom Upgrades?: No

Re-balances to weapons and/or classes? Yes
Eyelander/Headtaker: Fires 50% slower, cleaves, ignites on heat and is engulfed in flames (fire particles)
Volcanic Fragment/Sun on a stick: Damage Bonus and Crits on burning target. (Fragment does not ignite)
Booties/Bootlegger: 50% Melee Resist and 15 Health Regen
Liberty Launcher: Gains Homing, no clipsize bonus and 15% damage penalty instead of 25 (Like in White Noise)

Blacklisted upgrades, items, or classes? No

Other restrictions or major changes? No

Requests:
Do not tell the judges who made the mission until the end of the mission.
Please look at the mission commentary (director's commentary for missions.) when giving feedback just so that both the judging team and the mission creator can have a more smoother communication. ESPECIALLY for wave 6.
IMPORTANT NOTE: The entire thing is organized based on waves and subwave, read the part that you need to and not read the entire thing.
Play without Heavy at least 1 times.

Judges I would prefer to see:
Erriku (I promised him a test),
Jurell (I have yet to show him the final version of the last wave).


Folder Containments:
Underworld_rc2_adv_demonic_dominance
Icons Folder (Every custom icon used in the mission, PNG, VMT and VTF)
MissionMakerCommentary.txt (Basically my thoughts while making most of this. Wave 6 is debatably the only useful one)
DemonicDominanceHel_SoulOfCinder.mp3 (Music for wave 6)

https://drive.google.com/drive/folders/1YJW01o_LY68j-JkEaLtWAL1Oy5UsNsf4?usp=sharing
Showing 11-19 of 19 entries