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Potato's Custom MvM Servers potatomvm
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Potato's Custom MvM Servers potatomvm
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Pealover 5 Aug, 2023 @ 10:41am
Quetzal RC5 - Aztec Aeriality
Difficulty: Advanced

No custom upgrades.
No custom weapons.

Unique additions:
- Waves 2 and 4 feature Air Raid events that have planes fly over the map and drop explosives on the defending team.
- Waves 3 and 4 feature certain kinds of robots that, upon spawning, teleport to 7 different locations on the map. (these work exactly the same as they did in Three Leaf Takeover , meaning that their role changes depending on the defenders' performance (flanking tool if not pushed and shortcut if pushed)
- Wave 5 features an additional objective, where the defending team has to destroy three Tanks carried in the sky by a zeppelin.

The .pop file with the latest changes is "mvm_quetzal_rc5_aztec_aeriality_judge.pop" and should be available on the testing servers.

Requests:
- None.

Comments:
- Some of the unique additions (especially the Zeppelin) lack polish and will be updated to look better in later versions.
Last edited by Pealover; 5 Aug, 2023 @ 2:38pm
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Showing 1-11 of 11 comments
Mudun 6 Aug, 2023 @ 4:08am 
Demo: https://testing.potato.tf/demos/mvm_quetzal_rc5_adv_aztec_aeriality_judge-1691270253.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • Mudun (Sniper)
  • Sntr (Demoman)
  • Sergeant Table (Scout)
  • Whurr (Engineer)
  • Profit (Heavy)(Wave 1-3)
  • Hell-met (Heavy)(Wave 4-5)

General Feedback:
  • Very impressive mission. The helicopters, planes and the zeppelin were executed very well and was enjoyable to play.

Wave 3:
  • We found this wave very long and a bit exhausting. We were thinking of even spliting the wave for how long it lasts. Our suggestion is to shorten bunch of the wavespawns or remove some of the subwaves.

Wave 5:
  • Zeppelin was very well done but it's destruction is really weird as it just deletes itself.
  • Finale with just 2 Giant Armored Sandman Scouts felt a bit anticlimactic. The Giant Deflectors before them could be a better way to end the mission.
Pealover 9 Aug, 2023 @ 6:28pm 
The mission's judge .pop file has been updated and is ready for another judging session.

V2 Changelog:

Misc.
- All support WaveSpawns, Air Raid events, and Supply Drop events' icons now dynamically appear and disappear on the wave hud, depending on whether they are active right now.
- Implemented a custom navigation mesh to prevent teleporting robots from getting stuck in one particular location.
- Air Raid planes now emit sounds and cause screen-shaking effects.
- Air Raid planes and Supply Drop helicopters now kill players that block their flight paths.
- Crates dropped by Supply Drop helicopters now crush and kill players they land on.
- Robots that teleport can now telefrag players.

Wave 1
  • The subwave with the first crit Giant Burst Fire Soldier no longer waits for the first Super Scout to die.

Wave 2
  • Reduced the delay before the Air Raid event by 5 seconds.
  • Reduced the delay before the Giant Shotgun Heavy + Giant Medic squad spawns from 10 to 3.

Wave 3
  • The subwave with the second Tank and Blimp now spawns 24 seconds after all the teleporting Giant Flare Pyros have spawned.
  • Removed Steel Gauntlets from the last two non-teleporting Giant Flare Pyro squads. WaitBetweenSpawns increased from 15 to 64.
  • The "Giant Robot crate" Supply Drop now waits for all Giant Flare Pyros to die before starting.
  • Reduced health of the second Tank from 20 000 to 15 000.
  • Reduced health of the first Blimp from 16 000 to 12 000.
  • Reduced health of the second Blimp from 12 000 to 10 000.

Wave 5
  • Increased starting speed of the Zeppelin from 25 to 40.
  • Increased health of all three Zeppelin Tanks from 8 000 to 9 000. WaitBetweenSpawns increased from 3 to 5.
  • Each destroyed Tank now lowers the Zeppelin's speed and altitude.
  • Significantly improved visual effects of the Zeppelin's destruction.
  • Helium crates and the conditions they give are now immediately stripped from all players the moment the Zeppelin is destroyed.
  • The last four Giant Deflector Heavies now spawn 40 seconds after all the Colonel Barrages have died.
  • The last two Armored Sandman Scouts now spawn 50 seconds after all the Colonel Barrages have died.
Cariles 13 Aug, 2023 @ 5:09am 
Demo:
- Waves 1-4: https://testing.potato.tf/demos/mvm_quetzal_rc5_adv_aztec_aeriality_judge-1691873955.dem
- Wave 5 (Post-crash) https://testing.potato.tf/demos/mvm_quetzal_rc5_adv_aztec_aeriality_judge-1691876523.zip

Strike, Pass, or No Strike?: Pass

Team Lineup:
  • Soggy Flaps (Demo)
  • Cariles (Pyro)
  • Lemonee (Engineer)
  • Skin King (Soldier)
  • Sntr (Scout) [Waves 1-4]
  • Sargento Mesa (Scout) [Wave 5]

General Feedback
  • Very nice mission, I love the creativity used in the mechanics and the care put into the details to make the experience as polished as possible. Great work.
Pealover 15 Aug, 2023 @ 2:20pm 
The mission's judge .pop file has been updated and is ready for another judging session.

V3 Changelog:

Misc.
  • Debloated sizes of all overlay files.
  • The Supply Drop's crate crush behavior and robot telefragging behavior now also extends to Engineer buildings.
  • Robot teleporters now play unique sounds when a Giant Robot is teleported.
  • Robot teleporters not currently bound to be used by robots are now colored gray and don't animate.
  • Smoothened out the Blimp's flight path.
  • Adjusted Blimp and Zeppelin Tank explosion animations to appear less jarring.

Wave 4
  • Fixed issue which caused teleporters to not function correctly when running alongside the Air Raid event.

Wave 5
  • The third Zeppelin Tank now has the proper "final Tank" skin.
  • Robots are no longer able to fire their weapons or carry the bomb while the Zeppelin is crashing.
Last edited by Pealover; 15 Aug, 2023 @ 2:20pm
Mudun 21 Aug, 2023 @ 11:28pm 
Demo: https://testing.potato.tf/demos/mvm_quetzal_rc5_adv_aztec_aeriality_judge-1692656178.zip

Strike, Pass, or No Strike?: Pass (2/3)

Team Lineup:
  • Mudun (Sniper)
  • Perper (Engineer)
  • Sergeant Table (Scout)
  • owo Inky (Demoman)
  • Skin King (Soldier)

General Feedback:
  • No complaints, we find this mission to be in a good state
Pealover 25 Aug, 2023 @ 2:11pm 
The mission's judge .pop file has been updated and is ready for another judging session.

V4 Changelog:

Misc.
  • Fixed issues with Blimps not playing appropriate sounds upon spawning in.
  • Fixed issues with Blimps and Zeppelin Tanks crashing the server upon being destroyed.
Wave 5
  • Increased health of all three Zeppelin Tanks from 9 000 to 10 000.
  • Helium crates now induce voice altering effects on players that collect them.
  • The alarm sound that plays during the Zeppelin's crashing sequence is now slightly less loud.
  • Fixed issues with Tanks dropped by the Zeppelin falling at unusual speeds after one was destroyed in midfall towards the hatch.
Last edited by Pealover; 25 Aug, 2023 @ 2:14pm
Pealover 26 Aug, 2023 @ 4:43am 
V5 Changelog:

Misc.
  • Undone changes to all Blimps' and Zeppelin Tanks' destroy animations due to inconsistent server crashes.
Braindawg 27 Aug, 2023 @ 6:29pm 
Demo: https://testing.potato.tf/demos/mvm_quetzal_rc5_adv_aztec_aeriality_judge-1693062552.zip

Strike, Pass, or No Strike?: Pass w/ Changes (3/3)

Team Lineup:

General Feedback:
  • Very solid mission, the gimmicks could be better telegraphed, but overall are very well done.
  • The air-dropped stuff (bots, bots that spawn from airdrop teles, helium boxes) could use tf_glow/AlwaysGlow to ensure they are relatively noticeable after the airdrop is complete.

Wave 2:
  • This one stood out as noticeably hard compared to the others, just across the board it felt like more than most teams could comfortably chew.

Final Wave:
  • Both the introduction to the storm effect and the zeppelin explosion screen white-out effect are pretty rough on the eyes, I would do something else. I mentioned before gradually fading the storm effect in with color_correction_volume, but you mentioned this was deliberate to go along with the lightning effect. Don't know what to suggest since my idea would completely kill the current effect. Either way the white screen effect is a bit harsh currently
  • One of the other testers mentioned that the deflector heavies near the end may be a bit too much. This could potentially be remedied by resetting the bomb after the zeppelin dies, but if this risks throwing off the wave balance too much then consider just nerfing this subwave.
Pealover 28 Aug, 2023 @ 4:27pm 
V6 Changelog:

Misc.
  • Improved icons representing the Air Raid and Supply Drop events.
  • Adjusted positioning of all overlays.
  • Made the Air Raid planes slightly louder.
  • Teleporters currently bound to be used by robots now emit sky-high particle effects.
  • Giant Robots which teleport or are directly dropped via Supply Drops now glow.

Wave 2
  • Increased WaitBetweenSpawns for the first support Soldier subwave from 25 to 30.

Wave 4
  • Giant robots dropped directly via Supply Drops are now unable to fire their weapons within 2.5 seconds of spawning.

Wave 5
  • Smoothened out the initial "lightning" fade to not appear as sudden and eye-straining.
  • Helium crates now rotate and glow.
  • Increased amount of Soldiers to spawn in the first squad from 11 to 12.
  • Decreased amount of Crit Heavies to spawn in the second Soldier squad from 3 to 2.
  • Decreased amount of Soldiers to spawn in the last squad from 16 to 12.
  • Decreased amount of Crit Heavies to spawn in the last squad from 18 to 12.
  • Changed the color of the fade during the Zeppelin's crashing sequence from white to orange.
Pealover 6 Sep, 2023 @ 9:12am 
V7 Changelog:

Misc.
  • Renamed soundscript file for use compatibility with Three Leaf Takeover.
  • Removed reliance on rafmod's "$PlaySoundToSelf" input in VScript code.
  • Removed landing gear and shark face textures from Air Raid planes.
  • (Hopefully) Fixed issues with Air Raid planes being untextured.
  • Small improvements to visual presentations of teleporters.

Wave 5
  • Improved Zeppelin's on-spawn visual and auditory effects.
  • Added instructions for players on how to use helium.
  • Reduced Zeppelin speed loss per Zeppelin Tank destroyed from 10 to 8.
  • Fixed issue where the Zeppelin would go back to full speed after one of its Tanks was destroyed whilst deploying.
  • Each Zeppelin Tank is now caged until the very moment it becomes hurtable (players can no longer immediately jump from one destroyed Tank platform to the next without falling to the ground).
  • Added safety measures for when a player gets stuck on the Zeppelin so bad that it stops moving.
  • Added measures to prevent the game from ending until after the Zeppelin's crashing sequence has concluded.
Pealover 12 Sep, 2023 @ 1:37pm 
V8 Changelog:

Misc.
  • Removed reliance on custom soundscript and nav mesh files.
  • Significantly reduced reliance on Rafmod in VScript code where possible.
  • Fixed issues where players telefragged by teleporting bots received inaccurate information about their killer.

Wave 5
  • (Hopefully) Fixed issues where the collisions of Zeppelin Tanks became wonky (big thanks to "floor examiner" for suggesting the fix).
  • Fixed issues where it was possible to hurt Zeppelin Tanks from certain angles from below with Rocket Launchers.
  • Fixed issues where it was possible to stand on the edges of Zeppelin Tank platforms not meant to be accessed yet.
  • Zeppelin's explosion now also destroys all Engineer buildings.
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