STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
2,230
IN-GAME
9,821
ONLINE
Founded
31 March, 2017
Language
English
Location
United States 
Showing 211-220 of 238 entries
45
1
[ACCEPTED] [MISSION] Rottenburg - Spanner Switchup
39
[ACCEPTED][MISSION] Underworld - Bones and Blood
45
1
[ACCEPTED] [MISSION] Rottenburg - Spanner Switchup
11
2
[ACCEPTED] [MISSION] Bigrock - Numerator
45
1
[ACCEPTED] [MISSION] Rottenburg - Spanner Switchup
https://i.imgur.com/ZqiNYiR.png

I noticed a Gsoldier got stuck in here after I tp'ed him. He was eventually able to get out, but it took him a good 30s to figure that out. Might be a good idea to disallow giants taking teles.


Below is a point template that should help with players stalling with bomb.
It will basically allow other humans to nab the bomb off of a player

```
antigriefbomb
{
NoFixup 1
logic_relay
{
"targetname" "bomb_antigrief_on"
"ontrigger" "bombpickup_relay,enable,,0,-1"
"ontrigger" "bombpickup_relay,trigger,,0.01,-1"
}
logic_relay
{
"targetname" "bomb_antigrief_off"
"ontrigger" "bombpickup_relay,disable,,0,-1"
"ontrigger" "bombpickup_relay,cancelpending,,0,-1"
"ontrigger" "bombpickup,disable,,0,-1"
"ontrigger" "intel,color,255 255 255,0,-1"
}

logic_relay
{
"onspawn" "intel,addoutput,onpickup1 !activator:addoutput:targetname hasbomb:0:-1,0,-1"
"onspawn" "intel,addoutput,onpickup bombpickup_relay:trigger::0.01:-1,0,-1"
"onspawn" "intel,addoutput,onpickup bombpickup_relay:cancelpending::0:-1,0,-1"
"onspawn" "intel,addoutput,ondrop1 !activator:addoutput:targetname :0:-1,0,-1"
"onspawn" "intel,addoutput,ondrop bombpickup:disable::0:-1,0,-1"
"onspawn" "intel,addoutput,ondrop !self:color:255 255 255:0:-1,0,-1"
"onspawn" "bombpickup,setparentattachment,siren,0,-1"
"onspawn" "hasbomb,addoutput,targetname ,0,-1"
}
logic_relay
{
"targetname" "bombpickup_relay"
"startdisabled" "1"
"ontrigger" "bombpickup,disable,,0,-1"
"ontrigger" "intel,color,75 75 75,0,-1"
"ontrigger" "bombpickup,enable,,5,-1"
"ontrigger" "intel,color,255 255 255,5,-1"
}
trigger_multiple
{
"targetname" "bombpickup"
"parentname" "intel"
"mins" "-8 -8 -8"
"maxs" "8 8 8"
"spawnflags" "1"
"startdisabled" "1"
"filtername" "filter_nobomb_notbot"
"onstarttouch" "intel,forcedrop,,0,-1"
}
filter_activator_name
{
"targetname" "filter_nobomb"
"filtername" "hasbomb"
"negated" "1"
}
$filter_sendprop
{
"targetname" "filter_notbot"
"$name" "m_bIsABot"
"$value" "0"
}
filter_multi
{
"targetname" "filter_nobomb_notbot"
"filter01" "filter_nobomb"
"filter02" "filter_notbot"
}
}
```

21
[ACCEPTED][MISSION] Rottenburg - Breaking Walls
44
2
[ACCEPTED] [MISSION] Legerdemain - Castle Crush
```
Demo: https://testing.potato.tf/demos/mvm_legerdemain_a6c_rev_castle_crush-1649824431.zip

Strike, Pass, or No Strike?: No Strike

Run 1/3

Team Lineup:
  • Bazooks (Engineer)
  • Better Dead Than Red (Demo)
  • Dr. Cactus (Scout)
  • Hell-Met (Medic)
  • Skin King (Spy)
  • Soggy Flaps (Sniper)

New Weapons/Rebalance Feedback
  • Engineer has an issue in this mission where unless he is using the Rescue Ranger, or the BMMH it's just going to result in a very tedious and potentially stressful experience for the engineer with little payoff, and other primaries like Widow/FJ struggling to compete.
  • The issue stems from the fact that building upkeep is relatively slow, even with the increased construction rate per hit and players will find themselves struggling to keep up with their teams. We think engineer could use some more buffs that would make this up-keep less tedious so players wont feel forced to use these 2 weapons.
  • The Wrangler also kinda has this issue as well. Buildings are so fragile in this mission due to lack of building hp. You could potentially give engineer a building hp bonus, and give the wrangler a building hp negative, so that buildings will be more formidable, while keeping the wrangler from getting buffed.
  • The Punch Packer is.... adequate? I found the accuracy loss to be pretty painful, leaving full barrages feeling very underwhelming, despite how long it takes to build up a full barrage, even with a dedicated kritz medic charging me for full barrages, but it does have decent potential for damage. Just needs a few more tweaks.

General Feedback:
  • The mission itself is in a very good spot, that most of us consider campaign ready. Our run went relatively smooth, even with a majority support team.
  • At this point we mostly just have some feedback we would like to discuss with the custom weapons/rebalances.
  • The above balancing feedback really seem like the only issues the judging team have with the mission now. I think if a good solution can be found, this mission will be campaign ready.
17
[ACCEPTED][MISSION] Cyberia - Arctic Arrangement
Showing 211-220 of 238 entries