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[REJECTED] [MISSION] Underworld - Diamanthandel
Map: Underworld
Mission: Diamanthandel
Submission Type: Mission
Difficulty: Expert
Additional settings
  1. Deathpit blocked
  2. Less rage gain from giant
  3. maxspeed is 560
Last edited by Andrew Xtreme; 24 Sep, 2021 @ 6:23pm
Originally posted by Cariles:
With unanimous agreement from all judges present, this mission has been given its third strike on 9/23/2021 and been rejected. Thank you for your time.

Demo: https://testing.potato.tf/demos/mvm_underworld_rc2_exp_diamanthandel_juj-1632446838.zip

Engineer (A+drew)
Scout (Jurrell)
Spy (Hell-met)
Sniper (Skin King)
Pyro (LASER ACE)
Medic (Gettysburg)

General Feedback:
  • Raising the speed cap by 10 is a fairly pointless change and generally just serves to make life just that more miserable for engineer and squishy classes that get wrecked by the demoknights.
  • The amount of random attributes is still incredibly high. Giving an armored medic wet immunity, complete airblast invulnerability, and sap immunity doesn't make much sense and just results in players having that "The hell, I can't airblast/milk/sap this medic???" moment. Extrapolate this to most of the bots on this mission and you get a pretty confusing and annoying experience overall. This was a massive part of the reason why judges chose to strike this mission.
  • There's just a few too many tanks with fairly high health, and they always come with good support that makes splitting the team for them agonizing. It got to feeling like we were dealing with tanks constantly.
  • The persian/demoknight spam was irksome, don't know what they add to the mission except a feeling of tediousness from having to constantly deal with the same annoying bots over and over.
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Showing 1-15 of 22 comments
Bazooks 7 Jul, 2021 @ 8:52pm 
No strikes are given.

Demo: https://testing.potatomvm.tf/demos/mvm_underworld_rc2_exp_diamanthandel-1625708532.zip

Class Lineup:
  • Demoman (CreatorForce)
  • Pyro (Bazooks)
  • Scout (Laser Ace)
  • Medic (Skin King)
  • Soldier (lite)
  • Engineer (Startacker!)

General Feedback:
  • The Giant Black Box Soldiers are currently too strong with their increased reload speed and uber canteens. They need to be weakened somehow.
  • Label the bots that have uber canteens, ideally with the relevant cosmetics
  • Try to minimize the use of arbitrary resistances and buffs.
Last edited by Bazooks; 7 Jul, 2021 @ 8:53pm
update (final one?)
GG giant blackbox soldier you did the great job
in fact icons have medic sign have uber canteen
general:
  1. give unusual for all uber canteens robots and hint
  2. WM1 pyro in subwave 10( with huo heavy + medic) dmg bonus is 50% from 100%
  3. More pyros on last subwave
  4. giants in last subwave have one second uber canteen
  5. longer waitbeforespawned on giant soldier on last subwave
  6. shorten flame range pyro on last subwave (0.6-->0.75)
giant blackbox soldier :
  1. 20% faster reload --> 25% slower reload
  2. no uber canteen

latest change
  1. more startmoney (4100->4600)
  2. cut/nerf custom attributes from late game robots
  3. only giant medic uses canteens
  4. maxspeed is 530
same link as 1st post
https://drive.google.com/file/d/18O8pAo3j9Y9ROFYHQ5C8LyBhjkEX5T4d/view?usp=sharing
Last edited by zombie (anti-robot AI); 20 Jul, 2021 @ 4:20am
Braindawg 21 Jul, 2021 @ 7:11pm 
Demo: https://testing.potatomvm.tf/demos/mvm_underworld_rc2_exp_diamanthandel-1626917075.zip

Class Lineup:
  • Scout (A+drew)
  • Soldier (me)
  • Pyro (CreatorForce)
  • Heavy (Lemony)
  • Engineer (Preponderante)
  • Sniper (washy)

General Feedback:
  • The extendo-flame pyros can be pretty annoying to fight, I would just make them regular pyros or crit pyros. Otherwise good mission
latest change
  1. mass nerf the long range pyro on last subwave ( 5% longer flame now)
same link as 1st post
https://drive.google.com/file/d/18O8pAo3j9Y9ROFYHQ5C8LyBhjkEX5T4d/view?usp=sharing
Last edited by zombie (anti-robot AI); 23 Jul, 2021 @ 8:25am
Bazooks 2 Aug, 2021 @ 4:36pm 
No strikes are given.

Demo: https://testing.potatomvm.tf/demos/mvm_underworld_rc2_exp_diamanthandel-1627945114.zip

Class Lineup:
  • Soldier (washy)
  • Pyro (Seelpit)
  • Scout (Pronta-entrega)
  • Demoman (Skin King)
  • Heavy (Bazooks)
  • Engineer (Lemony)

General Feedback:
  • Seelpit: there were lots of samurais
  • Pronta-entrega + Seelpit: too much money
  • Lemony: please don't make engis weird
♓Seelpit♓ 2 Aug, 2021 @ 4:54pm 
Addendum: looking through the popfile, there are still a lot of unnoticable buffs given to bots. Primarily, the unreflectability of the Giant Black Boxes. Please consider removing this, as it's never mentioned anywhere, and most public players can end up being easily rolled over by unreflectable Giant BBoxes.

The Giant Burst Fires at the end were also particularly weird. Rather than a burst, they seemed to fire indefinitely. Their rockets having "no self blast dmg" also seems rather arbitrary, and make them tougher to spot.
randomguy 2 Aug, 2021 @ 4:56pm 
Why shouldn’t soldiers that fire quickly be immune to their own blast damage?
changelog:
  1. add identifier unusual effect and item style on giant Black box soldiers
    meet glorious giant black box soldier! unreflectable Rocket ( including pyro airblast and heavy attack projectile)!
  2. more waitbetweenspawn on samurai demo( 7-->13)
same link as 1st post
https://drive.google.com/file/d/18O8pAo3j9Y9ROFYHQ5C8LyBhjkEX5T4d/view?usp=sharing

Restriction:
judge team must be different from last run(expect bazook)

Do not make the same mistakes from last judge otherwise rerun it with different judge
Last edited by zombie (anti-robot AI); 4 Aug, 2021 @ 11:50am
Dr. Cactus 4 Aug, 2021 @ 1:26am 
Please use restrictions for actual requirements and not just complaining about judges not liking your mission.
then the real restriction is judge team must be different from last run
washy 4 Aug, 2021 @ 2:17am 
Before anyone else sees this and jumps on the hate train bandwagon, I took the liberty of looking through the popfile. Seeing as robots with arbitrary attributes/buffs are commonly complained about, I want everyone to be informed of what exactly is contained in this mission.

No doubt that this mission is actually playable and completable, (reminder that this is a 10k payout mission) this is simply for keeping you informed. This is also not a suggestion to make changes (unless some catastrophe happens)

The way I see it, having these buffs is something that's very easy for people to complain about, so just be really cautious about how you use them. Other mission makers, remember that the consistency and feel of your mission is above everything, and if you're having difficulty balancing it, stick to valve templates.

Sentry Busters: "move speed bonus" 2 "dmg taken increased" 0.5 "Armored Engineers" 800 HP "engy building health bonus" 3 "damage force reduction" 0.2 (robots after this point start spawning after subwave 9, at this point Red team is loaded with money) Giant Burst Demo "jarate backstabber" 1 Giant Heater Heavy "jarate backstabber" 1 Giant Soldier Spammer "jarate backstabber" 1 Giant Brass Beast Heavy "jarate backstabber" 1 Giant Medics (both regen and canteen using) "jarate backstabber" 1 This continues for basically every giant in the mission after subwave 9 Rapid Fire Bowman "dmg bonus vs buildings" 2 "projectile penetration" 1 "damage bonus" 1.0 "dmg penalty vs players" 1.2 Tomislav Heavy Skill Hard "projectile penetration heavy" 2 Soda Popper Scout "clip size bonus upgrade" 2 "projectile penetration" 1 Rapid Fire Soldier 700 HP "faster reload rate" -0.8 "fire rate bonus" 0.8 "no damage falloff" 1 Soda Scout (Shortstop Scouts weapon swapped with a soda popper) ItemName "The Soda Popper" "clip size bonus upgrade" 2 "projectile penetration" 1 Giant Hok Deflector Heavy "heal on kill" 5000 "projectile penetration heavy" 2 "minigun spinup time decreased" 0.5 "ring of fire while aiming" 1 "weapon burn time increased" 2 "weapon burn dmg increased" 3 "dmg taken increased" 0.8 "jarate backstabber" 1 Uber Medics "damage force reduction" 0.2 "bot medic uber health threshold" 75 Common Heavy Skill Expert "projectile penetration heavy" 2 "minigun spinup time decreased" 0.8 "damage force reduction" 0.2 Sniper Huntsman Spammer "damage force reduction" 0.2 Long Flame Pyros "redirected_flame_size_mult" 1.3 "mult_end_flame_size" 1.3 "flame life bonus" 1.05 "damage force reduction" 0.001

This is a cherry picked list that I went through in about 2 or 3 minutes, if you want the full details, don't look at the rest of the popfile, just play the mission for yourself.
Last edited by washy; 4 Aug, 2021 @ 2:24am
changelog:
  1. longer waitbetweenspawn on super scouts and giant medic couple
  2. max 6 at demoknight + medic; pyro medic with 2 tanks
same link as 1st post
https://drive.google.com/file/d/18O8pAo3j9Y9ROFYHQ5C8LyBhjkEX5T4d/view?usp=sharing

Restriction:
judge team must be different from last run(expect bazook)
Athazar 14 Aug, 2021 @ 6:21pm 
Strike 1

Demo: https://testing.potatomvm.tf/demos/mvm_underworld_rc2_exp_diamanthandel-1628988361.zip

Lineup:
- Scout (Jurrell)
- Soldier (A+drew)
- Pyro (Pilheria)
- Demoman (Ciaran)
- Engineer (Dr. Cactus)
- Medic (Hell-met)

Overall Feedback
  • Me and most of the judges agreed that overall the mission is pretty boring and is generally easy due to the sheer amount of cash it gives along with not that many distinctively custom bots or bots that can actually really kill the player with the amount of cash we have. There's some moments where we get pushed back a lot but not all the way to hatch. Add more bots with the power to kill players on high cash or add more bot power on some of the parts where it's weak. Watch the demo file.

  • Increase the scale of the rapid fire soldier minigiants

  • Finale was boring. Also 6 straggler pyros

Last edited by Athazar; 14 Aug, 2021 @ 6:24pm
randomguy 15 Aug, 2021 @ 3:36am 
I honestly think the amount of cash given is fine for the mission, it’s actually pretty good where it’s at now.
Last edited by randomguy; 15 Aug, 2021 @ 3:43am
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