STEAM GROUP
Potato's Custom MvM Servers potatomvm
STEAM GROUP
Potato's Custom MvM Servers potatomvm
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IN-GAME
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Founded
31 March, 2017
Language
English
Location
United States 
Saxford - Streetway Sections
Map - Saxford
Difficulty - Adv
Custom upgrades - no
Custom weapons - no
Restrictions - no class stacking
Wave 1/2 By A+drew
Wave 3/4 By Mudun
Wave 5/6/7 By Sergeant Table

Judge popfile has been added a few tests ago and its still there
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Showing 1-15 of 27 comments
Andrew Xtreme 4 Mar, 2023 @ 11:03am 
V1 (on the server)
DaMno 6 Mar, 2023 @ 11:12pm 
Demo: https://testing.potato.tf/demos/mvm_saxford_b6_adv_streetway_sections-1677971586.zip

Strike, Pass, or No Strike?: No strike

Team Lineup:
  • DaMno (Soldier)
  • Seelpit (Engie)
  • Sntr (Scout)
  • Hell-met (Spy)
  • Lemonęe (Demoman)

General Feedback:
  • Mission while not having much pacing issues or any other major wave wise issues, it struggles to keep the consistency of difficulty between the waves. It might come from the fact that this was made by 3 different people with different wave making styles. Overall it lacks good money-difficulty scaling.

Wave 1:
  • A little too much DPS check and heavy class requirement from this early of a wave, we had a spy so it wasnt that awful, tho pyro/demoknight subwave has no sentry gun killing power. In general this is probably the strongest wave

Wave 2:
  • Not sure what the goldgun heavy is, it might be pretty confusing, making it regular g brass beast should be ideal unless it has impactful changes.

Wave 5:
  • Overall the wave is pretty underwhelming and feels like straight buff from wave 4, flow, robots and push force hits the same.

Wave 7:
  • While boss is pretty creative and unique, it has quite a few problems, the explosion is too big and the indication does not properly show the explosion's actual radius. Boss favours long range combat and heavy/med playstyle and discourages spy/demoknight/pyro can't be as effective.
Andrew Xtreme 11 Mar, 2023 @ 4:09pm 
V2
(uploaded to server)

General: replaced all tank models with something funny

Wave 1
removed armored demoknights and made pyros spawn in 4 spawncount with 5 sec waitbetweentime

Wave 2/4
replaced gold gun icon with brass icon

Wave 5
Changed the beginning gsoldiers with gdemos for both rapid/burst fire
Changed the giga bursts with gdragon fury pyros instead and see how it works

Wave 7
Removed spies in W7
Changed the radius indicator
Backup Bombers no longer teleport in and nerfed them a bit
Bomb Resets once the death sequence begins
Reduced the amount of support sollies
washy 12 Mar, 2023 @ 12:52pm 
Demo: https://sgp.potato.tf/demos/mvm_saxford_b6_adv_streetway_sections-1678601668.zip
Wave 7 Demo: https://sgp.potato.tf/demos/mvm_saxford_b6_adv_streetway_sections-1678604230.zip

Strike, Pass, or No Strike?: No strike

Team Lineup:
  • colonel barrage (Pyro)
  • washy (Engie)
  • royal (Scout)
  • ihaz (Spy)
  • Askad (Soldier)

Wave 3:
  • Slightly slow down Giant Scout spawn rate, as the wave is somewhat busy and intensive.

Wave 5:
  • Ending tanks should be nerfed in hp.

Wave 6:
  • The beginning subwave with the Giant Homing Rocket Soldier and the rocket tanks can result in a very spammy subwave, while it is not difficult, be aware it can be punishing to the average team. Given that the rest of the wave contains giant medic combos and multiple tanks on the field, being pushed early on the wave can be very difficult to come back from. A slight nerf to the beginning subwave can ease players if that happens.

Wave 7:
  • Boss wave plays well, please fix the visual indicators when it does it's detonation attack as there is no easy way to tell when it's going to happen
  • The homing pipe projectile is somewhat hard to spot in the middle of the visual noise, add a bright particle trail effect to make it easier to see (monoculous crit is the typical choice to designate homing projectiles)
  • Use the mini buster templates from hazardous horizon (detonate twice as fast but explosion only deal 200 damage affected by resist) so that the summoned busters do not one shot players, this will make it less punishing to accidentally run into a buster that another player detonated
Last edited by washy; 12 Mar, 2023 @ 6:24pm
Andrew Xtreme 15 Mar, 2023 @ 10:57am 
V3
(uploaded)

Wave 3
  • Increased WaitBetweenSpawns on Super Scouts from 15 to 18

Wave 5
  • Lowered both final tanks HP down to 18k each

Wave 6
  • The tanks have a delay after Private Seeker spawned and spawn one at a time

Wave 7
  • Mini busters are now Royal's from Hazardous Horizons
  • Gave homing Particles for the boss on the homing attack
  • Slightly lowered the cooldown on the deploy of said mini busters and added another one in phase 2 (3 -> 4) busters to compensate the no-longer tp back up bombers
Dr. Cactus 16 Mar, 2023 @ 10:09pm 
Demo: https://testing.potato.tf/demos/mvm_saxford_b6_adv_streetway_sections-1679019259.zip

Strike, Pass, or No Strike?: no strike

Team Lineup:
  • Dr. Cactus (Pyro)
  • Lemonee (Soldier)
  • Gloombus (Scout)
  • Watermelon (Engineer)
  • Luigi (Spy)

General Feedback:
  • Skeleton car tanks are very cool, but could use a bit more spice. An extra function would be appreciated.
  • The gunner mini tanks need a damage reduction. either that, or swap them out for the jarate variants.

Wave 5:
  • The duo skeleton cars need a health nerf. at 18 each, you expect players to deal 36k damaage in a relatively short timespan, especially if said team is pushed back.

Wave 6:
  • Extreme push at the end, then a very slow stream of DFs and other bots which make it difficult to regain front. Probably the most problematic wave

Boss wave:
  • Very cool and unique boss. However, his current health is a bit much and could certainly use a reduction.
Andrew Xtreme 19 Mar, 2023 @ 11:25am 
V4
(uploaded)

General
  • lowered payout by $100 on wave 5/6

Wave 5
  • nerfed both tanks to 15k
  • increased waitbeforetime on demoman because they spawned way to early and decreased the amount to 4 maxactive

Wave 6
  • nerfed minitank rocket Damage to 75 instead of 100
  • made the colonels spawn after the superscouts die with an added delay for regaining ground

Wave 7
  • nerfed the bosses health to 70k
Andrew Xtreme 25 Mar, 2023 @ 8:10pm 
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 Andrew Xtreme; 25 Mar, 2023 @ 8:10pm
washy 26 Mar, 2023 @ 9:46am 
Demo: https://testing.potato.tf/demos/mvm_saxford_b7_adv_streetway_sections-1679800382.zip

Strike, Pass, or No Strike?: No strike

Team Lineup:
  • washy (Scout)
  • Pecetuca (Heavy)
  • Candy Sparkles (Soldierr)
  • watermelon (Demoman)
  • Cutea (Engineer)

General Feedback:
  • Saxford b7 has an issue with the gates where bots would get stuck on them despite the gates being open.

Wave 4:
  • Slightly nerf wave 4, particularly by slowing down the demoman spawns by a small amount, or reducing their skill but this is up to you. Any small adjustment to make an easier wave is preferred.

Wave 2:
  • Small difficulty spike when the Giant Brass Beast Heavy spawns, still ok but is something to consider.

Wave 5:
  • Remove crits from soldiers
Andrew Xtreme 26 Mar, 2023 @ 2:02pm 
V5

General
  • uploaded to b7a

Wave 2
  • replaced gold gun heavies with g heavies

Wave 4
  • decrease the maxactive on demoman to 6, decreased totalcount to 36, made waitbetweentime to 4 seconds

Wave 5
  • removed crits on soldiers
Last edited by Andrew Xtreme; 26 Mar, 2023 @ 2:03pm
Andrew Xtreme 1 Apr, 2023 @ 11:16am 
V5.1

Wave 7
  • made the explosion radius a circle
DaMno 2 Apr, 2023 @ 6:05am 
Demo: https://testing.potato.tf/demos/mvm_saxford_b7a_adv_streetway_sections-1680372932.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • DaMno (Engineer)
  • Skin King (Demoman)
  • Birchly (Scout)
  • Yuugi (Soldier)
  • Hell-met (Medic)

General Feedback:
  • The main issue about the mission is rather an inconsistent difficulty, we did run pretty bad loadouts but it helped us gather information what pushes and what not the most.
  • The last 3 waves have a big difficulty spike and anything the red team gets pushed are unable or have very little chance to recover.
  • Please test your mission more than once (including solo testing) before pushing the update. The Judges do not have the patience if the wave is broken and have to wait for a fix to be made.
  • On a side note, its worth mentioning the lack of custom tank's deploy animation, this is rather awkward to look at.

Wave 2:
  • While first wave had Giant KGBs and demos, this wave had GPyros and Black Boxes as a first subwave? See general feedback.
  • Considering previous subwaves power, giant slowfire demo is super weak and should be replaced with something more offensive like giant rapid demo, this will require testing, probably removing either kritzkriegs or bigheals.

Wave 4:
  • Brass Beast Heavy Icon seems to have an artifact in it, a little white square.

Wave 5:
  • See General Feedback.
  • This wave Has Humongous DPS requirement, 2 poppers with 2 gdemos with knights right at the start made us go to hatch hold position instantly.
  • Replace umeds with big heals, not having a consistent med picker and the fact that some bots decide to flank on the map sometimes make it really frustrating to hold the bomb or trying to get back the ground.

Wave 6:
  • Subwave with widowmakers and enforcers have rather very low pushing power for the wave 6, entire subwave dies to one sentry, and they dont deal that much to anything else at this money.
  • Tanks and GDeflector+GMed combo at the hatch made us panic, delay the spawn rate of either Giant Combo or tank.

Wave 7:
  • While the boss is creative and innovative, it has issues that need to be fixed:
  • Boss makes Engineer/Spy/Sniper life very hard, a lot of giants/common support, projectiles and visual effects all over the place. Sentry Buster has pretty weird headshot hitbox and is very hard to even hit it in thehead, this can be looked into.
  • Engineer cannot make his sentry alive for more than 5 seconds, even with wrangler and canteens, a lot of projectiles makes it really hard to even pick up your sentry due to constant knockback, giants and commons blocking the view of sentry even while wrangling making boss really hard to hit for engineer, i switched to widowmaker playstyle in the middle of the wave because i couldnt do much otherwise.
  • Visual indicator of explosion is visible way before animation starts, could delay the visualizer a little.
Andrew Xtreme 15 Apr, 2023 @ 2:55pm 
V6

Wave 1
  • All Carbine Snipers had their skill reduced and implemented a MaxVisionRange of 1200

Wave 2
  • Replaced the GHeavies for Giant Armored Scouts to prevent for a very heavy push in such an early wave

Wave 3
  • Raised the wait betweenspawns by 2 and lowered the spawn count to 3 and max active 6
  • Made pyros waitforallspawned + added 8 more units

Wave 4
  • Gave the Giant Banner Rapid and Burst a waitbetweenspawnafterdeath so they wouldnt stack provoking a huge push

Wave 5
  • Removed tanks
  • Changed the GRegens on the first two giants for two common ubermedics
  • Fixed stupid money total count

Wave 6
  • Nerfed the starting boss to 20k
  • Nerfed the tanks that comes with the boss' health to 7k
  • Nerfed the final two tanks' hp to 10k
  • The Giant Medics that came along the G Deflectors are now gone

Wave 7
  • Made the support more managable
Sntr 17 Apr, 2023 @ 11:48pm 
Demo: https://testing.potato.tf/demos/mvm_saxford_b8_adv_streetway_sections-1681761097.zip

Strike, Pass, or No Strike?: No Strike

Team Lineup:
  • Sntr (Soldier)
  • Yuugi (Engineer)
  • Perper (Medic)
  • Cariles (Demoman)
  • Seelpit (Scout)

Wave 1:
  • Decent starting wave but consider making the SMGs spawn sooner, with the pyros changed to Waitforallspawned instead?
Wave 2:
  • Demo/Bowman Squads moved kinda weird, maybe add NoWaitForFormation so they'll be less weird
Wave 3:
  • This wave has a really strong ending compared to a lot of the waves that come after it! So either this wave needs the last subwave toned down by spacing the giants out between each other, or the rest of the waves need to step up to match this.
Wave 4:
  • The Giant Brass Heavy feels like a weak ending since the Pyros don't do a whole lot before he spawns. Give him a second Giant Kritz Medic since he takes a while to spawn so people have time to regroup for him.
Wave 5:
  • Same deal as with Wave 4, seems to get easier compared to earlier. The wave also relies pretty extensively on Blast damage with all the Giant Soldiers and Support Demos. Maybe change the support to Easy-Normal skill Heavies so there's at least something different than just Blast damage?
Wave 7:
  • The indicator for his nuke range is nice but it's pretty easy to miss when you're right next to him. Dunno what you can really do about this other than make some particle effect that spreads across the indicator range?
Braindawg 28 Apr, 2023 @ 7:21am 
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