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Potato's Custom MvM Servers potatomvm
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Potato's Custom MvM Servers potatomvm
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Showing 1-10 of 10 entries
11
Oct 19 @ 12:51pm
PINNED: Madness vs Machines Feedback Thread
Well, I read your two replies, thanks for taking your time into reading and responding my comments.

As for my final words, I just want to say thank you (and everyone involved) onto concepting, creating and launching campaigns like these. I'm someone who really enjoys MvM but I do not play on Mann Up servers (which is also the reason why I'm unfamiliarized with Expert missions), having challenging and fun missions to play with competent people is a great experience (something that I rarely can find in Boot Camp servers, but that's how things are).

I appreciate that you also took your time and implemented some of my suggestions, too.

Also, I only mentioned about a few maps and missions on my last post, because that's what the 3rd question on the original post is referring too. I'm aware of the "Madness vs Machines Submissions" sub-forum, thanks.

Lastly, I think you should attempt contacting Valve regarding the upgrade window closing. You're clearly a more known person to Valve than me, so. I was also having the same issue with other servers, but as mentioned before, it only started happening lately. This seems to be a new bug that originated from a recent patch.
My response to your feedback (Part 3)

Before you read this response, make sure to read the response I left for your previous (second) post.

I think the server problem you witnessed was just Source Engine being stupid. We were not able to reproduce any issues that were reported earlier. Do let us know if it continues to be a problem (which it doesn’t seem to be based on your response.)

On that note: The upgrades station bug you reported is confirmed to be a Valve issue as people experienced it outside our servers while we were in maintenance downtime last week.

Seeing that you’re from Brazil, keep an eye out for our South American servers next month, which should give you much better ping. South America is the most expensive region which is why we’re being conservative in opening a server there.

Your criticism about the bar being stuck is valid and is something I wish you brought up during the closed beta. Right now, the campaign is pretty much final and changing the critical logic will likely cause a summer crate update 2019 of medals along with tons of regressions. We tried to set the contracts so that they unlock on average once a day to help alleviate the “lack of progression” syndrome. We will continue to tweak contract requirements so that there’s some sense of progression.

The tank destruction contracts use the top-damage-dealer system you proposed. We contemplated doing this for giant robots too, but since this campaign is co-op we felt this is not a serious issue. Moreover, strange weapons increment giant kills in this same manner so we’d rather be consistent with that, just like we sort of were for the tank contract. (It’s also messy to implement a damage-based kill system due to technical reasons I’ll spare you.)

I proposed to the committee that we lower the gas passer’s explode on ignite damage to 150 but they shot it down and want it completely banned. I don’t forsee explode on ignite coming back anytime soon. Stunning robots with the gas passer is outside the scope of how much we can modify the game, and I’d rather not introduce foreign mechanics that are not found in the base game.

You would have to ask the judges why they decided to approve the meme wave. I haven’t played the campaign (despite being the creator/owner I don’t play my own MvM events, or even TF2 for that matter, since my free time is already punished with a giant to-do list) so I can’t comment on this matter.

Normal mode is disliked by the judges and by the creators. It requires creating braindead easy missions that are not fun to most people. If people can’t handle intermediate mode, they should not be playing on a community event; they are better served playing boot camp to learn the ropes of MvM. From my past experience, normal mode judging was a horrible experience because of how boring it is.

Regarding the server list, we will look into marking up servers that are playing a mission that you already have beaten 100%. We will also add “(Medieval)” below a map name for the medieval maps to better indicate them. We found ways to add them in without making the server list a cesspool.

As for the sorting request, like I said last time, it costs too much development time to implement and would be rarely used by anyone. We already have mild sorting by region and by difficulty (you can click on the flag or the difficulty to filter them, and it even changes the URL so you can bookmark the filter).

In addition, the server list is -NOT- a table but a bunch of div containers, which makes sorting not easy to implement. I don’t know why our website developer made it that way, but since he’s the expert professional I’ll have to trust that his implementation was the best one. I believe the defaulting sorting mechanism works best for most players and it doesn’t need changing.

Like I said in Part 2, if you want to be more involved in the process of making the next event (and put your two cents in when we can more easily implement them as opposed to it being an after-thought) you should subscribe to our steam group chat. I plan on releasing an alpha 1 of the next campaign sometime in November in that chatroom (after my exams and other obligations subside).

Thanks for your thoughtful posts, as always.

- Hydrogen

P.S. Despite the difficulty name, expert mode is not as hard as you may think. If you managed to do most of the advanced missions you should be capable of handling expert mode. The real question is if your teammates are also capable of handling expert.

As mentioned above on my second post, I'm now replying to the asked questions. I will be back with another post if I plan in beating the Expert mode, and by any case I complete them.

- Which server region(s) did you primarily play on? How was the server performance?
R: I primarily played on USA servers (any region), though I still played on a few EU servers. I didn't had much issues with the server, except two times. There was one time that I was having a bit of latency issues, but it quickly faded after a few minutes. The second time, though... was worse.

I have a screenshot where I died to a "spectator" robot (or I killed the "spectator" robot), which happens due to server lag.. and with that screenshot, I have the date that happened, which is... "10/08/2019 - 20:15:38 (GMT -3)" and "10/08/2019 - 20:20:40 (GMT -3)". Which by the time I took those, we can already say that more than 5 minutes the server was having lag issues. I made sure to check my Internet when this was happening, and that was not the case. My ping was just fine, and my "ping" tests over command prompt were all okay.

Regardless, the overall quality of the servers was good. I have not seen a single server crash, and I haven't been disconnected to any server either. I just had the problem I said above, but that was all really it.

Edit: Pardon me, as I forgot to mention which server I had the issue. Based on my screenshots, it was on Server #40, and if map and mission name matters, it was on Outlands (Rural Roadblock).


- How was your overall feeling regarding the community contract system?
R: I'm a bit mixed about it. Prior to the event's launch, I was really interested in the idea of community contracts, but after playing MM for a while, my overall felling is that it takes too much time to do so little.

As mentioned on my previous post, I think contracts should have multiple stars to obtain, and increase the amount of stars to get the badges. I think seeing your progress by consecutively seeing the Stars bar filling is more interesting than seeing the bar filling up very slowly sometimes when you Refresh the Medals page.

Though, this could be as a result of different badge rewarding. Previous events all had medals tied to tour points, while this one has the community contracts. Considering I beat all missions (except Expert mode), and I'm yet to obtain my second badge, I can see why I have the feeling that this is taking too long.

I don't think it's a bad system, I just think it could be implemented in a way where it's more appealing to see the bar actually increasing by the playerbase efforts, than the bar being stuck for days because we are still doing contracts.


- Which missions did you find too hard? Too easy? On-point? (Base your answer on the mission's specified difficulty level.)
R: Mentioned on my first post, but "Homestead Happenings" felt like an Expert mission. And "Goldrush" was too easy, should be an Intermediate mission, at least those are my thoughts. All the rest of the missions (not counting Expert), were on point. As previously mentioned, Intermediate missions felt like Intermediate missions and Advanced missions felt like Advanced missions.

- What did you like about Madness vs Machines?
R: Despite not playing it yet, the biggest addition was the Expert mode. I like how there's also a necessary amount of completed Advanced missions to play it as well. Expert missions give the opportunity for map/mission creators to create fun and challenging missions, more than they could on Advanced.

Despite its flaws mentioned above, I much prefer the community-based contracts than the single-user contracts that was done in CC. The biggest problem on CC were contracts that forced you to play in a style, and causing havoc to other players trying to complete the mission instead. The biggest issue, that was "Defeat X giant robot", was some-what fixed due to the new contracts system, but I still wish it counted as who killed the giant robot based on how much damage was done in total (again, not sure about limits, but that would be the ideal way to decide who actually killed the giant robot "more" than the other players of the team).


- What didn't you like? How can we make it better?
R: The long and "unnoticeable" progress that it takes to complete contracts, as explained above.

- What did we do in Madness vs Machines that we should keep doing for future contests?
R: The inclusion of Expert missions. And the removal of "Explode on Ignite" for Gas Passer, no more cheese! Though, I'd like to see a "rework" of "Explode on Ignite" to do another effect, as oppose to just blocking it. I feel Pyro isn't too strong on MVM and he (or she?) feels very niche in MVM, though I also think that the Gas Passer is absurdly broken too, so pick one or another.

Maybe instead of obliterating every robot due to 1 scratch of a bullet made by a very far away Scout, maybe stun the robots (using Sandman's old stun effect). It would be effective, as Pyro could approach the enemies while they are stunned, but it wouldn't be OP as Gas Passer is right now.

Though as mentioned several times in here, I'm not sure how the limitations of those things are in terms of the campaign as a whole, so.


- What did we do in Madness vs Machines that we shouldn't do again for future contests?
R: Wave 6/8 on Endothermic Espionage. Just one thing. Why? I legitimately kept that mission for one of the last due to having more waves than the rest, but then it was just 7 waves, because Wave 6 is just a joke. At one point, I thought it was funny, but that ain't Memes vs. Machines, so I don't know about you guys. Haha, I guess.

- What didn't we do in Madness vs Machines that we should do for future contests?
R: I think to compensate Expert missions, Normal/Novice missions could be added. Yeah, I know these are very easy missions, but they can still be creative. Use the creative freedom that we had on Memes (without going over the top with memes, that is), and create interesting new missions that are not either Intermediate, Advanced or Expert, but feels more like a "tour" of an idea, a concept for an idea to be made on missions. It'd be great for mission creators to take a look of other creator's ideas, and implement them for the next contest.

- If there are things you can change in Madness vs Machines, what would you change?
R: I think the things I wish to change is more regarding the Server List. As mentioned on my first post, it would be hella useful having a green filter for missions you've completed already (completed as in, all waves completed). I really had to check every time to know which mission I had beat it or not, and most of the times, I would prefer to join an empty server, and choose the map and mission myself and wait for people to come over.

Again with the servers, it would be cool if you could filter categories. Like, clicking on "Server" will filter each region, clicking on "Map/Mission" will sort in alphabetical order, clicking on "Difficulty" will sort by difficulty, clicking on "Wave" will sort by servers that are on the first or last wave, "Status" by their statuses, "Players" by the number of players, and finally "Ping".

An option to "show only servers where X class is not being played" would be cool too for players who just play one class. Say, a player marks that they want to only filter servers that doesn't have any Engineers, for instance. Usually double classes are rare in MVM, and usually on happens on the last wave (due to Scout no longer being a necessity).

Though the above would be nice paired with the addition of the "Medieval" icon I mentioned on my first post, so the same player would know that the server with no Engineer was also a Medieval mission, and it's rare to see Engineers playing on Medieval maps anyway.
My response to your feedback (Part 2).

We can’t change the stars system at this point. It’s built too deep in the core logic and in the most fragile parts of the code base. This is something we could have done if you mentioned it during our closed beta when significant code changes were still on the table (it’s not anymore).

A bonus multiplier for the top contributors would be messy to implement and essentially locks the bonus to only a top few players who contributed the most. I want rankings be purely cosmetic and not have elements similar to “pay2win." We will not associate ranks with anything that affects player progression.

For the exorcism effect, we haven’t gotten complaints about it. If it bothers you too much, I recommend you hide it with a client mod. We do not distribute client mods since we don’t want to distribute files that would affect players’ games outside of our servers. Players blindly install our asset pack into their computers; there’s a high level of trust people put in our downloads and we do not take that lightly.

(On that note, the committee also decided not to fix the revive marker issue as they think the fix will cause more harm than good and that many people don’t see it as a problem worth fixing.)

EDIT (10/19/2019): We made the change to the medals page to display your total tour points instead of capping off at 100. We haven't merged it upstream yet but we'll get to that eventually.

We planned to do a Halloween tour but because of the medals ban we dropped that idea. We considered building it into MM (like we did with CC) but with 83 missions (as of now) and the judging staff needing a serious vacation from admin duties, we decided not to do anything for Halloween this year. Maybe next year we will try to do one depending on Valve’s medals situation.

Regarding mission creativity, that is something you would have to take up to the judging staff. If you think it’s important you can petition that they make that a higher importance ticket item when they evaluate the next contest. Note that, however, demanding creativity is rather ill-defined and even in non-mvm contests it is not an easy thing to mandate.

You should send your praise for Choir of Robots to its submission thread where the creator can see it. Like I said earlier, this is (ironically?) not the appropriate place for comments on the individual submissions since their creators will not read this thread.

Our next event will take a completely different twist in MvM. I am not sure if you will like it or not. If you are interested in being part of the closed alpha testing team and want to give feedback while it’s early in development (while it's more open to changes), you can join our steam group chat. (The discord is for generic community matters so don't go there if you only want to subscribe to campaign-related stuff.)

- Hydrogen


Well, I'm making a new post as requested by Hydrogen, so here it goes (I'm also moving what I put it there to here instead, so).

I also already read your response and I appreciate it, I'll be sure to post on the Submissions topic next time, but these should only be the only two missions I had to comment on, I'll later post them in their respective threads.

I'm posting a few other things that I wrote after some "events" (one of them that I completed all Intermediate missions, I'll do the same after beating all Advanced then Expert). I'll be sure to reply to your questions from the original post when I'm finished with all missions, too.

10/09/2019

Intermediate missions

So, I just finished all Intermediate missions, and now I can finally say that those were great. They weren't too easy, neither too difficult, they were perfectly in between, much better than how it went on CC (where it sometimes felt like a Normal mission).

All of them proved to be a small challenge, and each one stood out uniquely. Most (if not all) of these could be completed without a "meta" composition, but still required proper teamwork to beat them.

Contracts

Considering that we, as a community, just got the first contract done, I think I'll post my thoughts on contracts for this Campaign.

Firstly, I really like the idea of universal contracts, I think it's much better everyone's progress counts to one single contract, than separately as it was the case in CC. There was an issue on CC that people would pick classes to do their contracts without realizing it could make the wave harder by not picking the most ideal class, which would result sometimes in classes being picked twice, and such.

Though, the universal contracts feels like it requires a long amount of work to get them. I wouldn't mind this if we could obtain more stars per contract. Let me explain, I think each contract could earn 3 stars, one for reaching 33%, another for 66% and another for 100%, and increase the total amount of stars needed for the last badge. I think that "earning more" would feel like we are contributing more to the contracts than how it's just now, which is just one star for completing it 100%.

I also wish that some contracts weren't too "niche" (though, they are way less niche than CC for sure), there's several contracts that I'll never even contribute because it's not my playstyle (especially ones that requires usage of Canteens, I almost never use those). In some way, this is okay, and I'm happy that people doesn't have to contribute in any form to get it completed.

I think a solution to this would add bonus multiplier for contracts someone does the most. For example, when I play Soldier, I always use the Buff Banner, considering I did a lot of work towards that contract, I could receive a x1.1 bonus for having it contributed a lot. Perhaps x1.2 after contributing it even more, and so on. As Heavy, I always equip my resistances first, so I contribute a lot for the "Mitigate Resistances" contract, but not so much for the others, that way, the multiplier could work, especially how slow the contract has been progressing for that one.

The Accolades are fine, but I honestly think they are "too hidden" on the website, only appearing as a link on the home page. I think it'd look great if Accolades could also appear on the Medals tab (apparently, they do, but there's no distinctive difference from the contracts, make them in another color or something, so they would feel more "special" to earn them, you know).

Halloween Mode

Well, what I'm about to say is something that is, at the moment, unavoidable because of the actual Halloween Event happening by Valve, but it'll soon be a problem after Halloween ends.

I'm all for Halloween Cosmetics and other Halloween stuff being enabled on the server. There's just one problem with this, and it's something I've already experienced a couple of times during the campaign.

I'm talking about the Exorcism Halloween Spell, that makes the job of collecting money as a Scout much harder because the ghost particle effects that appear is way too similar in animation, color and size.

There were about three times (and the three times I went Scout) that I had to deal with someone having this spell applied to their weapons, and it sure does make collecting money harder than it should.

I don't think that just one complain is enough reason to disable the entire Halloween Mode, but it's something that hinders the gameplay.

I guess the only thing I can do would be making a file-replacement (a mod) that removes the effects of Exorcism. I could sent to you guys, in case you'd like to share with the community for some reason.

I took this screenshot that shows the Exorcism ghosts appearing from the ground, I don't know if this is a recent bug or what, but it sure makes finding money harder: https://steamcommunity.com/sharedfiles/filedetails/?id=1881203276

15/10/2019

A small request. Would be possible to show all available Tour Points someone has on their "Medals" page? Right now, it goes until 100 points, but I think it would be cool like Canteen Crasher did, let's say I have 120 tour points, the page could show 120/100.

Here's a mock up: https://i.imgur.com/pHCdbdv.png

Apparently, this already shows on the "Tour" page, but it would be nice if it was also on the Medals page.

18/10/2019

So I just "finished" the Advanced tour (finish as in, I saw everything on each mission, but I still need to beat "Choir of Robots" without losing at the very end, oh well). I liked the Advanced missions. But I have mixed feelings about it.

In one hand, I like how the MM missions were just like MVM missions made by Valve. On the other hand, I disliked that there weren't enough interesting ideas on here. Don't get me wrong, I loved the mission with the Tank that shoots stickies, the mission where Tanks fall from the sky, and the other mission where a Giant Demoman shoots Tanks (yes, I like Tanks), but in comparison to CC, I think MM did less.

I don't know if you guys will add Halloween maps/missions just like CC did, because my favorite maps on CC are the ones that were added in Halloween. Skullcove is my favorite mission of all potato.tf, because it's so much fun and replayable. I lost how many times I completed that mission with a diverse array of classes.

Speaking of "Choir of Robots", that's possibly my favorite mission here. I think I'm all for One Wave Missions, it seems. Choir of Robots was so much fun to play, regardless if I won or not.

I think, we should look into, as judges and map/mission creators, more maps with just one wave, because, for me, they are the best.

Maybe we are reaching some "limits" in terms of capabilities that missions can have. I saw a lot of potential when Memes vs. Machines was introduced, and I was hoping some ideas could be implemented here on MM.

I don't know if "custom stuff" was allowed on MM as it was on Memes, but I legitimately want to hear some classic TF2 noises (loved that mission that used the "Domination" sound, by the way), as well custom models. I remember a lot of Memes missions had a Demoman shooting classes in their Reference pose, I was hoping to see a proper use of that, while using a custom model. What if it's a grenade that when explodes, become stickies? Well, like I said, I ain't sure about the limits of these things, but it would be cool.

I'm yet to beat Expert, but I haven't decided if I'll be really playing those. After this reply, look for the next one because I'll be replying some of your requested question on the original post.
14
20 hours ago
PINNED: Madness vs Machines Bug Report Thread
Server Number: #7
Map/Mission name: Powerplant (Particle Protocol) / Powerplant (possible any)
Wave number: Wave 3/6 (possible any)
Time the bug happened: Tuesday October 15, 2019 - 19:01:15 (GMT -3)
Describe the bug: The Sentry Buster can't get through this door if the Sentry is placed somewhere in here [2nd screenshot], and it won't try going another way. It will also detonate itself when trying to go through the door (seen in the same playthrough on Wave 4/6).
Any screenshots:
https://steamcommunity.com/sharedfiles/filedetails/?id=1890503445
https://steamcommunity.com/sharedfiles/filedetails/?id=1890503550
Not sure about the first bug, never seen it happen before. The upgrade station has been fixed in a future patch.

Bug no. 1

Server Number: #16
Map/Mission name: Oxidize (Overclock)
Wave number: Wave 5/6
Time the bug happened: Wednesday, October 9, 16:36:52 (GMT -3)
Describe the bug: This Soldier was stuck, it would have made our wave impossible to beat unless we had a Pyro, which was the case. Regardless, it's still a bug, as it can happen with a match with no Pyro.
Any screenshots: https://steamcommunity.com/sharedfiles/filedetails/?id=1885083960

Bug no. 2

Server Number: #16
Map/Mission name: Oxidize (Overclock)
Wave number: Wave 6/6
Time the bug happened: Wednesday, October 9, 16:54:04 (GMT -3)
Describe the bug: I was able to use the Upgrade Station near the Robots spawn on the last Giant Soldier, is this intentional? I think it shouldn't be possible while in a wave.
Any screenshots: https://steamcommunity.com/sharedfiles/filedetails/?id=1885084033
(This is not the Inspect menu, it's the actual Upgrade Station, as you can see the clickable pluses).

Here's another screenshot showing the Upgrade Station open:
https://steamcommunity.com/sharedfiles/filedetails/?id=1885086903
Forwarded to Map Author.

Server Number: #8
Map/Mission name: Maplehill (Sawdust Storage)
Wave number: Wave 6/7
Time the bug happened: Saturday, October 5, 2019 (20:40:30 GMT -3)
Describe the bug: Again, the Tank Carrier for this mission simply went under the floor when it has reached the bomb hatch.
Any screenshots: https://steamcommunity.com/sharedfiles/filedetails/?id=1881786759
26
Oct 15 @ 2:01pm
[PASSED] [MAP] Production
8
Oct 14 @ 4:57pm
The winter bridge mvm map, it ADV mission is too hard
5
Oct 6 @ 12:46pm
MVM medals
37
Jun 21 @ 3:17am
Meme Vs Machines: First Impressions
Originally posted by ♓A Slightly Jesty Seelpit♓:
I hope you managed to enjoy the campaign now that there've been more open servers - as well as my own submission, Barren's Jesty Joker Jamble :3

It surprised me that there were quite a couple of people playing MvM for their first time (be it their first time ever, or just their first non-Valve MvM experience). Nice to see some fresh meat new faces ^u^

Yeah. I really enjoy the community Tours because I'm not a Mann Up player. I love so good ol' MvM, and with the medals being as an award, it makes people want to cooperate and teamwork more.

Maybe no shiny Australiums or anything, but I prefer a fun cooperative match than shiny perks you may get.
Originally posted by Mørtøn:
Originally posted by Zeugziumy:
The Barren mission with the Demopans,
Thanks. Its was my 1st experience in creating missions. Gonna make another version for future event.

Nice, I hope to see more of you in Madness vs. Machines.
It was interesting on the first few maps, but after a while, it got a bit boring. I think the decision of making just a 1 hour tour was a good idea for this, because if you played everything like I did, it wasn't really all that amazing, but if you only count the first 1 hour, then yes, it was worth it.

Shadow was my favorite one because it felt like a "shitpost", for me it felt "it's so bad it's good" (no harm intentions for the author behind it). I thought it was silly, and did everything wrong about MvM in a mission. It was really confusing, but that's a plus on my book.
(Also, for some reason, we lost to Invisible Soldier 3 times, and the 4th time, he wasn't invisible, what gives?)

I liked the missions that felt more like MvM missions, even if they were a bit unfair in MvM terms. The Barren mission with the Demopans, and the Bison mission were probably the most enjoyable and replayable. I wasn't into missions that used too much music/sound effects, and didn't felt like replaying those as it would be too annoying. (Which is interesting, as there's some unused MvM sound effects that were scrapped for the sake of being too annoying or loud).

I think I don't have much to say, as for an 1 hour tour, it was great, but if you are looking to complete it fully, eh, it was alright. I think if the contest was made before, a more variety of things would have spawn, there's room for a lot of more creativity on Memes vs. Machines. What we got is just a taste of what could come next year, if it ever happens again.

Edit: I posted this after I wrote a long Canteen Crasher Feedback, so I kinda forgot this was a First Impressions thread. Oh well.
3
Apr 5 @ 3:52am
Some questions about Meme Vs Machine
8
May 15 @ 7:20am
Canteen Crasher Feedback Thread
1. I played mostly on US servers, but I'd join EU servers in case a mission I needed was being played there, or maybe a mission where would be easier for me to do some contracts. I can't tell you much about the server performance because regardless of any server, I have high ping, due to where I live. Although, the servers performance were stable at all times, I think with a very few exceptions, the server's stability were pretty great (I think I had only one day where it was lagging at a point which was affecting the gameplay).

2. The most team-work contracts, essentially, any contract that is not related to "kill" a robot. Medic has the best contracts, as they were a breeze, but fun to complete. Sniper has also some good contracts, I like it that some Huntsman love was given. I think contracts needs to be more global. There were several contracts that were too specific, killing Giant Medics as Sniper is one of them, there's not many missions with a Giant Med with Ubercharge, and most of the missions that had one, Sniper wasn't exactly the best pick (with the exception of the Skullcove, Sniper on that one is nice) [I don't have issues with Sniper being played, but it's hard for someone like me, that has latency of around 165ms, having to do very specific things as Sniper). All the contracts about killing should be completely reworked. I don't know if this is possible, but I think there should be a mathematical solution for this, if the player deals 40%+ damage to the robot, it counts as a kill, because almost every time, someone does the last hit, and simply steals your kill completely. I had times where I had to upgrade things like fire speed or damage, just for the sake of getting the last hit, completely sacrificing any sort of teamwork gameplay around MvM just for the sake of these contracts.

3. I played CC for a long time, and I've replayed several maps and missions. I think the balancing was good, they weren't too difficult as TT, but they weren't as easy either. The Wave 666 ones were enjoyable to play, especially Skullcove, a great challenge. I think the tour could add Normal, Advanced and Expert missions, dividing into three difficulties. You can have an Advanced mission be hard, but not as hard as an Expert one. And a Normal mission can be as fun and entertaining as an Advanced or Expert mission.

What did you like about Canteen Crasher?
R: Everything + the team-based contracts. The maps, the missions, they were all well balanced and well designed, it was an amazing experience just playing all those maps and missions, the creators were very creative in so, the maps also doesn't have a set "meta", so it can be completed with basically any classes. The team-based contracts were mostly great, these contracts worked well as it didn't broke the flow of teamwork in MvM.

What didn't you like? How can we make it better?
R: The non-team based contracts. The problem in contracts in MvM is how the assist works in TF2. TF2 only allows one person to assist another, so having contracts about killing robots as your own single elimination was not a good idea. Many times I had to simply refuse to do something for the team's sake, so I could complete a contract of my own. This also happened a lot throughout the tour, with many players ending up picking a class already chosen so they could beat their contracts. I think contracts should be more global, stats that works for all classes, or all missions. What about, complete mission with A+? Or maybe beat a mission under X minutes, things like that. Anything that contributes into the flow of the gameplay, and not the opposite.

What did we do in Canteen Crasher that we should keep doing for future contests?
R: Continuing adding and supporting new additions to missions, maps, as well patches to already existing missions and maps. I think it's great having more to play.

What did we do in Canteen Crasher that we shouldn't do again for future contests?
R: A set of requirements for medals, as opposed to number of "stars" for medals. This seems to be changing on MM, but something that was noticeable on CC was that new contracts were added, but there was so many stuff already to do, which caused the Gold Medal just requiring around x225 stars (or so) to get it, even though being possible to get about 600 of them on the entire tour, you didn't even need to complete half of the tour to get the last medal. I think it would be important to balance it out as early as possible, already thinking in the possibility of new map/mission additions.

What didn't we do in Canteen Crasher that we should do for future contests?
R: Well, I'm not sure how to reply this one, but I may give a suggestion to the website. When I was hunting down my last contracts, I had a lot of trouble of trying to find a team that would work with. I think the website should show the player's classes that are currently selected. I had Sniper contracts to do, and I wouldn't want to join when there was a Sniper, or a Spy on the server already, which caused me to join and leave a lot of servers until I found one that would fit me better.

If there are things you can change in Canteen Crasher, what would you change?
R: Have a set deadline, and follow with it. CC was postponed several times, and after a while, a lot of people was already done with it. I know that CC started as a beta thing, but even by then, there was already players playing the Beta, since you could already earn stars while on Beta. I think it's important to keep a set deadline for both map/missions submissions, as well the tour.

Last thoughts:
I thought CC was great, but I had more fun with TT. I think the addition of contracts was an interesting idea at first, but it could have been implemented better. The best part of CC where the main core, the missions and maps. Any new MvM content is great, I love playing MvM, and having the chance to play new missions was great. I know a lot of work was put into, and I can say that everyone on the team deserves a round of applause for all the hard work, maintenance and everything that has been done for both tours.

EDIT: I played the tour, but didn't had a chance to participate with the contest or see how it went. As far of how the "community-side of things" went, I think they went great, I have listed bug reports which were then sent to the map authors, which has been then fixed.
2
Jan 25 @ 5:26am
What are the best missions for Advanced and Expert Sniper Contracts?
38
Oct 18, 2018 @ 6:41am
Optimal Tank Killing.
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