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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 21-30 of 729 entries
18
frostwynd - Medieval Madness
Demo: https://testing.potato.tf/demos/mvm_frostwynd_rc1_adv_medieval_madness-1690909242.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • Sntr (Soldier, switched to Spy on w3)
  • The One Of Wonders (Heavy)
  • Perper (Scout)
  • Cargo O' Truth (Demoman)
  • Mince (Medic)

General Feedback:
  • This mission basically feels like a Medieval mission that actively does NOT want to be a Medieval mission, on top of the general slow pace of it.
  • If you're going to do something like this, you could at least have someone work on giving the other six classes upgrades to make them usable in Medieval Mode, so it's not just Demoman/Sniper/Medic like Medieval MvM tends to devolve into due to upgrades only really favoring those three.
  • Not only did you not feel like putting in much effort to making the mission be playable for those not part of the earlier trinity, you have the gall to give Spy a -50% damage penalty. This really feels like you have no idea what you're doing or just didn't care. And there's FIVE PEOPLE credited here!
  • The cosmetics that were supposed to be on the Seal Tank on Wave 1 are just randomly floating in the air next to the castle, since you put the SpawnTemplate into Waveschedule for some reason.

Wave 1-3:
  • I will bundle these together, as they all have a bit of the same issue: They're long and slow, playing these waves took forever thanks to the generally awful pacing and overuse of infinite Support, to a point we were fighting them more than the actual wave.
  • And then at the end of Wave 1 and from there onward, they bring guns. And we promptly get wrecked because we don't generally have upgrades to get resistances and damage kit for dealing with all of this.
  • This is also where the point of "feels like the waves weren't even made for Medieval" starts creeping in, as these waves would be more at home on literally any other map than one where RED has only melee weapons.

Wave 4:
  • For some credit, this is the only wave I'd call decent enough. It doesn't drag on and does not lean too hard on hitscan or the other shit that the earlier waves pull. Does some funny things with Tanks and the boss as well. While the earlier waves did have their own share of funny things with Tanks and whatnot, it's not enough to salvage what a mess this mission is right now.
  • Playing this mission made me miss Winterbridge from DD, as those missions did at least recognize how limited Medieval MvM is and did something about it. This mission doesn't want to do anything about it and instead does the same things as Winterbridge with none of the utility that Winterbridge gave you.
  • And just to hammer this point home: There are five (5) people listed in the credits here.
13
Whitecliff - Dover2
13
Sequoia - Collision point
Demo: https://testing.potato.tf/demos/mvm_sequoia_rc4_adv_collision_point-1690915483.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • Sntr (Medic)
  • Profit (Pyro)
  • Damno (Soldier)
  • Hell-met (Spy)
  • Mince (Engineer)

General Feedback:
  • When you submit something for judging, it's generally expected that the mission is in a pretty solid state. This feels like it's never been tested before and the judges are NOT your testing team.
  • The Sentry Busters were using a bad spawn spawnbot_mission_sentry_buster, which does not exist on Sequoia!!
  • Bots with the Dead Ringer are generally really bad with it, because their AI does not comprehend a watch that isn't just your usual cloak. They also don't even have the Dead Ringer thanks to Valve's ingenious naming in the schema:
    It should be Item "The Dead Ringer", but the missing The in your template means they don't get the DR at all.
  • The Kritzkrieg Medics don't use their Kritzkrieg since they're using the default settings that means they'd only pop it when they're at 50 health or less, or the patient's health falls under 50%.
    This is not good if you want them to use Kritzkrieg!

Wave 1:
  • The Natascha Heavies have insane stats: 2sec critboost on kill? Explosion radius? I have no idea what you're doing with these Heavies other than throwing random attributes at them.

Wave 3:
  • Ending the wave with a huge cluster of Giant Soldiers would usually lead to a disaster but that didn't happen thanks to the team having money, a Spy, a Shield and the Giants just standing still for a while chasing after the Spy.
  • The Giant Bazooka Soldier doesn't actually have the Bazooka for the same reason as the Dead Ringer mentioned above: The name's incorrect. Thanks, Valve! He also moves ridiculously fast due to not having the usual CharacterAttributes that Giants have to slow them down properly.

Wave 4:
  • The Charge Heavy has "electrical airblast display only", which is DISPLAY ONLY as the attribute says!! So he doesn't actually do anything!
  • refill_ammo is redundant on bots since bots on MvM have infinite ammo.
  • The Crit Direct Hits don't have the Direct Hit for the same reason as the Dead Ringer mentioned above: The name's incorrect. Thanks, Valve!
  • I think you got fire rate mixed up, as the Giant Demoknight Persian has a fire rate bonus of 4.5 which means he actually attacks a lot slower. This attribute is inverted, meaning it gives a fire rate bonus the closer the value is to zero.
  • Giant Shotgun Heavies move weird due to not having the Characterattributes they'd usually have.
  • The Loch-n-Load Demos don't have the Loch-n-Load for the same reason as the Dead Ringer mentioned above: The name's incorrect. Thanks, Valve!
  • Why do you have wave_finished_relay set as a InitWaveOutput here as well as having it as DoneOutput?? Either one would be enough!
16
Calico RC1A - Emerging Errors
Demo: https://testing.potato.tf/demos/mvm_calico_rc1a_exp_emerging_errors-1690239494.zip

Strike, Pass, or No Strike?: Strike

Team Lineup:
  • Lemonee (Soldier)
  • washy (Demo)
  • drunk samurai (Heavy)
  • Loop (Engineer)
  • Sntr (Medic)
  • Cargo O' Truth (Scout)

General Feedback:
  • I find that the Gray bots contribute very negatively to this mission overall. A map like Calico has them spawn in ways that lead to RED having to fight on two fronts, get RED immediately pushed to hatch and then never seeing the grays again.
    And with most of the closers on a wave being Giants or minigiants, they tend to just ignore the Grays entirely or completely destroy them.
  • And on the final wave, they seem to have some noticeable collision problems where roaming Giants seem to get stuck against each other and become unable to move at all.
  • I get that they are supposed to be the main thing on this mission but they don't get to do much else than bully RED into the hatch because of the giant horde of BLU bots who will also chew up the grays due to power in numbers.
  • Because you get pushed to the hatch at the start, the waves turn into a slow slog. Which really isn't helped by the mission going off the rails and just stacking more and more bots to the wave bar until the waves start looking like something out of Ghost Town.
  • Every wave also has a different song playing, which is kinda funny. Usually folks have reserved that for something of note but this mission uses different songs for each wave, with the finale being some breakcore track that only adds to the experience that is playing this mission.

Wave 2:
  • The wave ends in a huge clusterfuck of Giants that essentially deathballs all the way to the end (like 5-6 Giants?)

Wave 4:
  • There's Conch Engineer and normal Engineer in Support but a lot of times I just see the Conch Engineer. Is this Randomchoice being funny or am I overthinking this?
11
Humbridge - Hampton Helix
18
Rottenburg - Munich Mugging
Demo: Unavailable due to server issues.

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • Sntr (Pyro)
  • royal (Scout)
  • Mudun (Sniper)
  • Seelpit (Engineer)
  • Damno (Demoman)

Wave 2:
  • The Giant Scout boss at the end of the wave feels like a worse Giant Shotgun Heavy since he's supposed to get faster on lower health, but doesn't because he's using an attribute that only works for Soldier (valve things that rely on weapon modes on his melee)
  • He also has the Natascha slow attribute that slows for .1 seconds, so he doesn't really slow anyone in practice due to his fire rate.
  • There's "move speed as health decreases", which is a rafmod attribute that mimics the Escape Plan stat the Scout is using right now.

Wave 3:
  • Plenty of high skill bots on this mission thus far, with high skill Pyros too. Good thing we didn't have Soldier on the team, otherwise he'd be pretty upset.

Wave 4:
  • I don't understand this Medic boss at all: Apparently he's not even a boss but is supposed to have massive health regen (600 is insane) while they have the medigun out. But the regen doesn't work (and it's actually good because 600 means the only way to really kill this Medic is to kill their patient, they'd be annoying as hell if they worked)
  • Then he ubers at 2000 hp or below. But basically their name and icon don't explain what they do at all and we only found out after looking into the popfile.

Wave 5:
  • The ending subwave on this wave gets pretty brutal with the giant Armored Sandmen and Giant Demos piling up thanks to the Engineerbot and their teleporter.
    The Sandmen also spawn instantly the moment they both die, so they don't give much downtime before they're back. Consider not having Engineers with teleporters on this wave, since that last subwave gets pretty harsh.

Wave 6:
  • It's a good attempt but in practice, this kind of finale doesn't really work. It turns into "Kill boss Soldier and boss Medic" followed by Engineer leaving a Sentry squatting on the Bomb while the rest of the team hunts down the Scout who goes around the map deathmatching.
10
Steep - Drill Down Disaster
Demo: https://eu.potato.tf:27020/demos/mvm_steep_rc3a_adv_drill_down_disaster_judge-1690307788.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • Perper (Engineer)
  • Sntr (Spy)
  • Mudun (Demoman)
  • Cargo O' Truth (Scout)
  • Crilly (Pyro)

General Feedback:
  • Spies are very common on this mission: In fact, there's Spies on every wave. It gets pretty tiring after a while.

Wave 3:
  • A bit of straggling going on with the Rapid Bowmen + Banner Squads here.

Wave 4:
  • We had a really funny thing happen where the Undying Chief popped his heal right next to the hatch. I'm sure you can picture what happens when a boss that's about to die just fully heals themselves when they're a few steps away from deploying the bomb.

Wave 5:
  • This wave feels like a bunch of cheap tricks: Starting off with an Engineer "boss" that has bots spawn on top of him, then speeds up after a while, so he gets a free pass halfway through the map since the bots that he spawns become ubered meat shields for him. Especially the Super Scouts.
  • This is me talking as Spy but I really hate the Giant Cloak Demoknights because it's really hard for me to tell their facing direction thanks to them being cloaked and all.
  • The Blimp and Tank both apparently spawn a Giant Pyro when they die and this happens with little warning, kinda questionable.
  • Then there's the tiny Buster that apparently explodes into a weird poison cloud or whatever. But it looks like the normal Buster AND the normal Buster can still spawn here, so it gets confusing when the smaller Buster acts very differently to the regular one.
50
Sharp - Gilead Gehenom
Showing 21-30 of 729 entries