STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
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Founded
31 March, 2017
Language
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Showing 1-10 of 18 entries
8
[PASSED] [MISSION] Frostwynd - Wicked Wizardry
Download Link for V3:
https://www.dropbox.com/s/e4w2xsd29o6asv2/mvm_frostwynd_rc1_wicked_wizardry.zip?dl=0

The robot_frostwynd file has also been updated to fix some problems with the old bots.

Changelog:

Added int prefix

Scorch Giant pyros now use the proper icon

Wave 1

Changed initial milk scouts to whip soldiers

Increased quantity of steel gauntlet champions and removed delay before they come out

Wave 2

Increased initial wavespawn spawncounts

Decreased initial wavespawn totals

This should make the initial part of the wave more threatening, but also faster

Buffed squads accompanying giant demos

Added infinite support to final giants

Wave 3

Decreased time between subwaves

Buffed Giant KGB squads

Buffed final pyro squads and added infinite support

Wave 4

Replaced initial scout squads with whip soldier + champion soldier squads/GRU heavy + samurai soldier squads, and raised maxactive from 1 squad to 2 squads.

Reduced total squad counts for the initial phase to make it go faster

Again, these changes are aimed at making a harder but faster beginning to the wave

Removed 2 squads of final pyros

Added support squads for tank

The support squads are identical to the pyro squads that were removed, but infinite. This should make it so that the tank is always the last thing killed instead of having a weird overflow, while also keeping the pyro support active if players take a long time to kill the final tank

Wave 5

Buffed final boss damage

Added flare pyros to final support wave

Wave 6

Changed samurai demos to regular demo champions

Tank health reduced from 22k to 18k

KGB giant subwave has had its totalcount cut in half

Giant Kritz Heavy subwave removed entirely

Final tank and surrounding supports now come out sooner

Wave 7

Buffed flametosser damage for this wave

Buffed final boss' damage and fire rate (with a small buff to health aswell)

Download Link for V2:
https://www.dropbox.com/s/e4w2xsd29o6asv2/mvm_frostwynd_rc1_wicked_wizardry.zip?dl=0

Changelog:

Wave 1

Removed 1 Wavespawn of gauntlet heavy squads
Giant Pyros come out sooner

The end of wave 1 had a tendency to lag sometimes. These changes should help remedy that.

Wave 4 & 5

Increased delay before start and wait between spawns for spy missions

Spies were a bit more of a threat than I'd like them to be on waves 4 & 5. This should let players have more of a breather in between spy waves.

Wave 5

Changed flare gun boss to flametosser boss

The mission had two bosses - a flare gun boss and a flametosser boss. The flametosser boss was the least interesting of the two bosses, but was situated as the final boss. I've swapped them (and their respective health pools) to help the final wave feel more interesting to play.

Wave 7

Replaced side flare pyro giant squads with crit medic + giant flametosser squads

Previously the final wave was a bit of a flare gun spamfest. I still want it to be heavily fire-based, but also have some variance to it, so I've changed the side flare squads to flametosser squads. I've also given them crit medics to help boost difficulty somewhat - while the final wave is supposed to be a 'mini-wave' of sorts before the boss, it felt too easy before, as the bots weren't putting enough damage on the board to effectively kill players (who in all likelyhood have fire restistance upgrades from previous waves)

Changed flametosser boss to flaregun boss

Reasoning in Wave 5
6
[PASSED] [MAP] Frostwynd
Showing 1-10 of 18 entries