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Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
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[MISSION] marsbase - secret struggle
Difficulty: Adv

Custom Upgrades? No

Custom Weapons? No

Other restrictions or major changes? No

Full credit goes to Conga Dispencer as he made the mission. i am just the uploader, i have full permision to do so

popfile here : https://drive.google.com/file/d/16xRkYcSSMxx45Pr47TBbpaqDKlSev3Np/view?usp=sharing
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Showing 1-15 of 25 comments
MIKObscura 22 Sep, 2022 @ 2:04am 
Demo:
https://testing.potato.tf/demos/mvm_marsbase_b3_adv_secret_struggle-1663783858.zip

Strike, Pass, or No Strike?: Strike

Team Lineup:
  • DaMno (Medic)
  • Package O' Lies (Pyro)
  • Nuq (Scout)
  • Mudun (Engineer)
  • MIKObscura (Soldier
  • Ruby (Heavy)

General:
  • Mission is very unfriendly towards close range classes which is map issue itself too, tanks are basically non existent threat given how map is bigger than bigrock by around 10%, its very very short too, around 14 minutes including the time being pushed, it needs more subwaves.
  • Ignite on hit heavies are extremely powerful with around 2,5k payout including starting, they stacked and pushed us instantly to the 3/4 bomb progress length, money is brutally unbalanced, definitively needs a buff.
  • Homing soldiers for some reason are alone with 7,5k HP which is very weird itself, rework the subwaves.
  • Demoknights were dragging a lot making us wait for a solid minute for something stronger to actually come.
  • Mission besides the ignite heavies was super easy, easy intermediate tier difficulty, later on we spawncamped bots pretty hard and they never really pushed even to first 90 degree turn.
  • Chiefs are very uninteresting, weak homing soldiers that were present before with just more hp.
  • Red Support seems to be broken as they never appeared, its not like the mission needs to feed us with support.
  • Please test your mission more before pushing next update.
Dr. Cactus 1 Oct, 2022 @ 7:01pm 
Hi, just checking in. Can we expect updates to this mission soon?
mdminermonkey 3 Oct, 2022 @ 3:38am 
I'll check in with conga dispenser about it
Conga Dispenser 8 Oct, 2022 @ 1:57am 
I'm working on changes every so often!
I'll try and get another mission update in a day or two.
It was originally a port from the non-event version. Making quite a few changes to make it better
Last edited by Conga Dispenser; 8 Oct, 2022 @ 1:58am
Braindawg 12 Oct, 2022 @ 1:27pm 
ATTENTION

All active submissions have 3 days to be updated (10/15 at 11:59pm EST).

If your submission has not been updated by this time period, it will be rejected.

If you cannot update your submission within this time frame for a good reason, please let us know. We can extend this deadline under special circumstances.
Conga Dispenser 12 Oct, 2022 @ 4:42pm 
This comment is awaiting analysis by our automated content check system. It will be temporarily hidden until we verify that it does not contain harmful content (e.g. links to websites that attempt to steal information).
Last edited by Conga Dispenser; 12 Oct, 2022 @ 4:44pm
Dr. Cactus 12 Oct, 2022 @ 11:55pm 
Demo: https://testing.potato.tf/demos/mvm_marsbase_b9_adv_secret_struggle_judge1-1665626796.zip

Strike, Pass, or No Strike?: no strike

Team Lineup:
  • Dr. Cactus (Scout)
  • Skin King (Pyro)
  • Whurr (Heavy)
  • Perp (Spy)
  • Retro (Engineer)
  • Braindawg (Soldier)

General Feedback:
  • Mission has greatly improved from the last version, but there are still some problems we had.
  • You can use rafmod to set up a custom wave number. Please use it to make your wavebar say 666
  • Give a small buff to starting cash
  • The HHH spawn felt really strange and out of place for this mission, on top of not really doing much besides killing robots. This might need to be replaced with something else
  • The Flare Minigunner subwave felt very tedious, as we spent a good while just killing the same few bot types over and over. Some more variation is in order. Some ideas we had were to add a beefy tank to the main route to divert the team's attention, or just use different giant types mixed in with the Flare Minigunners
  • Try to use more varied spawn locations for giants in this mission. Currently they all seem to use the tank ramp, which makes it feel a bit too chokey.
  • This mission was finished in roughly 16 minutes. Some extra subwaves may be in order to increase the mission time.
  • The chief Demo boss at the end didn't really feel fitting for the finale to this mission. He doesn't really have much pushing power and thematically its a bit boring, as it's just a giant demoman.
MIKObscura 13 Oct, 2022 @ 1:59am 
Originally posted by Conga Dispenser:
Seem to be having issues linking the updated popfile on google drive, not sure why.
you don't need to put a drive link, we just need the name of the popfile uploaded to the servers
Conga Dispenser 13 Oct, 2022 @ 6:49am 
New mission update, now on the Rc1 version of the map, changed the boss, added one new subwave, and other small features
mvm_marsbase_rc1_adv_secret_struggle_judge
Note: also moved to the Rc2 version of the map
Last edited by Conga Dispenser; 13 Oct, 2022 @ 7:27am
Conga Dispenser 13 Oct, 2022 @ 6:34pm 
Certified resubmit moment tbh (V2 Here we go)
Last edited by Conga Dispenser; 13 Oct, 2022 @ 6:37pm
Dr. Cactus 13 Oct, 2022 @ 10:49pm 
Demo: https://testing.potato.tf/demos/mvm_marsbase_rc2_adv_secret_struggle_judge-1665716282.zip

Strike, Pass, or No Strike?: no strike

Team Lineup:
  • Dr. Cactus (Pyro)
  • Colonel (Medic)
  • Braindawg (Demoman)
  • Skin King (Sniper)
  • Andrew (Scout)
  • Averagegamer (Engineer)

General Feedback:
  • Mission is shaping up pretty well. We think it will be ready to begin passing soon.

Wave 666:
  • The 3 tanks don't have much support, and thus are very susceptible to friendly fire. I don't think any of the tanks even reached the bridge this run.
  • There are multiple ways you could alleviate this. Either by adding more robots to support the tank, or converting the first or 2nd tank into taking the main path and giving it a sizeable health boost to allow it to "shield" the other tank behind it so it has a chance to reach the bridge
  • 40k main route, and 20k side route could work. This may require testing though
  • the penultimate subwave with the Giant Brass heavies felt a bit lame, as they were mostly alone. Perhaps remove the waitforalldead?
Conga Dispenser 14 Oct, 2022 @ 4:05pm 
Hopefully final resubmit, new version on the rc3 version of the map!
mvm_marsbase_rc3_adv_secret_struggle_judge
Demo: https://testing.potato.tf/demos/mvm_marsbase_rc3_adv_secret_struggle_judge-1665863667.zip

Strike, Pass, or No Strike?: Pass With Changes

Team Lineup:
  • Mizuchi (Scout
  • Mudun (Medic)
  • Cargo O’ Truth (Soldier)
  • Skin King (Heavy)
  • Profit (Engineer)
  • Pazine (Sniper)

General Feedback:
  • Good improvements were made on this mission, our team did the enjoy the mission quite well. However there is still issues that needs to be addressed.
  • There is base pop file for red and red giants in this mission despite there is no red bots used in this mission, consider removing the red base pop files if you do not plan to use it.

Wave 666:
  • Please replace the spell_skeletons_lite into dead_blu_lite in the support bar.
  • Pistol scouts using hard ai are quite deadly and very annoying to deal with. Consider toning them down to easy ai. You can keep the Normal ai pistol scout on the final subwave.
  • That being said normal ai heavies are also quite deadly to deal with, toning down to easy ai will alleviate the issue.
  • Direct Hit Soldiers using expert ai in the first subwave are not fun to fight against them, tone them down to normal skill.
  • Consider toning the health of the third tank down to around 20k as there is too much for our team handle during the wave. You might want to consider the second tank as well but that is optional.
  • The Flare Minigun Pyro is super deadly of his fast reload rate and firing speed, consider either nerfing to detonator with reduced fire rate/ reload rate or replace them into normal Valve Giant Flare Pyro template.
  • Make the support pyro's not airblast or consider replacing them into phlog pyro since there is a lack of crits in the wave.
Last edited by 『Yuugi Hoshiguma』; 15 Oct, 2022 @ 1:58pm
Conga Dispenser 15 Oct, 2022 @ 2:39pm 
Made some new changes based off of feedback:
Nerfed the flare minigun pyro's damage against players, and nerfed the fire rate slightly
ALL pistol scouts are Normal skill
MOST common heavies are easy skill
Icon changed for skeletons
Starting Direct Hits changed to Normal skill
Rounded the third tank's health to 20k

Updated the rc3 version of the mission with those changes.
Dr. Cactus 17 Oct, 2022 @ 2:33pm 
```
Demo: https://testing.potato.tf/demos/mvm_marsbase_rc3_adv_secret_struggle_judge-1665889600.zip

Strike, Pass, or No Strike?: no strike

Team Lineup:
  • Dr. Cactus (Engineer)
  • UltimentM (Scout)
  • Bazooks (Demoman)
  • Laser Ace (Soldier)
  • Andrew (Pyro)
  • Perp (Engineer)

Wave 666:
  • In general this mission does a good job respecting the layout of this map (no easy task by any means)
  • Pacing is rather slow early on, and there is usually a long break between "intense" segments in the first half of the mission, as most of your time will be spent shooting at weak commons who can't really fight back
  • add medics and maybe engineers. Engineers will help with pushes, and medics will help counteract how oppressive heavy can feel in this mission
  • The Giant Conch sub lasted a bit too long for our liking
```
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