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* While most custom maps are well-balanced (since they fix what are perceived to be flaws in some official ones), Orange is anything but. It's a 5CP map, but the control points have excruciatingly long cap times even with four players on them, and the central control point (usually the focal point of 5CP maps) is holed at the top of a tower which requires classes who can't explosive jump to go inside and climb up, and it's easily camped by Engineers or Demomen. The map itself is bare and ugly, consisting mostly of [[ObviousBeta developer textures]] and few obstacles blocking Sniper sightlines (the map was abandoned by its creator after releasing it in 2007), and little to no advanced flanking routes. The spawn rooms are atrociously set up: switching classes kills you due to them lacking a proper func_respawn option, you can get into them as the other team [[note]]In what seems like a duct-taped solution for the creator not knowing how to block off the spawn to the opposing team, the spawn is also ''really hard'' to re-enter properly as anyone except a Scout, a Demoman, or a Soldier, as it features a ramp that works as a one-way exit and is insurmountable by a normal jump. The only possible way to go back in for most classes is to strafe jump from a stair railing just outside the base, and even this doesn't help if you're a Heavy due to him being too slow to make the jump, and worst of all, the stairs are slightly farther away from the entrance on one spawn than the other giving one team an unintentional advantage. This problem isn't fixed in the "fix" version mentioned below either[[/note]], they don't shift as points are captured like other maps, and you can even build in them, leading to perpetual stalemates and frustration that 2fort and Hightower can only dream of [[note]]There is a fan-made "fix" version of the map that fixes the func_respawn issue and being able to enter the opposing team's spawn room, but all of the other flaws remain[[/note]]. For these reasons, people who play the map don't even go after the supposed objective and just deathmatch; ironically, the map has become popular ''because'' of [[SoBadItsGood how horrible it is]], gaining a ''[[Film/TheRockyHorrorPictureShow Rocky Horror]]''-esque cult following and dozens of remixes, but serious players continue to avoid the map and servers running it.

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* While most custom maps are well-balanced (since they fix what are perceived to be flaws in some official ones), Orange is anything but. It's a 5CP map, but the control points have excruciatingly long cap times even with four players on them, and the central control point (usually the focal point of 5CP maps) is holed at the top of a tower which requires classes who can't explosive jump to go inside and climb up, and it's easily camped by Engineers or Demomen. The map itself is bare and ugly, consisting mostly of [[ObviousBeta developer textures]] textures and few obstacles blocking Sniper sightlines (the map was abandoned by its creator after releasing it in 2007), and little to no advanced flanking routes. The spawn rooms are atrociously set up: switching classes kills you due to them lacking a proper func_respawn option, you can get into them as the other team [[note]]In what seems like a duct-taped solution for the creator not knowing how to block off the spawn to the opposing team, the spawn is also ''really hard'' to re-enter properly as anyone except a Scout, a Demoman, or a Soldier, as it features a ramp that works as a one-way exit and is insurmountable by a normal jump. The only possible way to go back in for most classes is to strafe jump from a stair railing just outside the base, and even this doesn't help if you're a Heavy due to him being too slow to make the jump, and worst of all, the stairs are slightly farther away from the entrance on one spawn than the other giving one team an unintentional advantage. This problem isn't fixed in the "fix" version mentioned below either[[/note]], they don't shift as points are captured like other maps, and you can even build in them, leading to perpetual stalemates and frustration that 2fort and Hightower can only dream of [[note]]There is a fan-made "fix" version of the map that fixes the func_respawn issue and being able to enter the opposing team's spawn room, but all of the other flaws remain[[/note]]. For these reasons, people who play the map don't even go after the supposed objective and just deathmatch; ironically, the map has become popular ''because'' of [[SoBadItsGood how horrible it is]], gaining a ''[[Film/TheRockyHorrorPictureShow Rocky Horror]]''-esque cult following and dozens of remixes, but serious players continue to avoid the map and servers running it.
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** Hellstone, from Scream Fortress 2015. Playing on defense and trying to bodyblock the cart? Too bad, the cart's carrying a ghost, and now you're spooked and ripe for the attackers to shred you to pieces. For both teams, however, there's the threat of the skeletons from Helltower, as well as the Horseless Headless Horsemann, and up to ''three [[ThatOneBoss MONOCULUS!s]]'' (MONOCULI!?) at the last point.

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** Hellstone, from Scream Fortress 2015. Tightly spaced and with so many narrow corners and indoor spaces that become easy chokepoints...while also impossible to cover all at once, so it's easy for attackers to flank. Playing on defense and trying to bodyblock the cart? Too bad, the cart's carrying a ghost, and now you're spooked and ripe for the attackers to shred you to pieces. For both teams, however, there's the threat of the skeletons from Helltower, as well as the Horseless Headless Horsemann, and up to ''three [[ThatOneBoss MONOCULUS!s]]'' (MONOCULI!?) at the last point. The map has a reputation as an absolute meat grinder that ensures constant death for everyone, whether it be from the bosses or the chokepoints.
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As a game that's gone on for about a decade, Team Fortress 2 has a lot of maps, both official and custom. Many are hated in the community.

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As a game that's gone on for about a decade, Team Fortress 2 has a lot of maps, both official and custom. Many are hated outright loathed in the community.



* Some maps that can [[PaddedSumoGameplay lean more towards endless stalemates]] are dreaded by many, but many people also love them for their length, allowing them to just drop in, deathmatch for awhile, and drop out.
** For some, the NostalgiaLevel 2Fort, nicknamed "Turtlefort". The lack of flank routes, the constant Sniper wars in the area between bases (which means they're on high alert and ready to shoot anyone on sight), and the ease of setting up sentries to guard the intel leads to the map being played for hours on end. Worse still are the return trips upon stealing the intelligence. Both teams’ escape routes intersect just outside their spawn rooms through narrow chokepoints, effectively encouraging the opposite team to spawn-camp to succeed. And that's if you're lucky enough not to get put in a 2Fort server overrun with friendlies who take the intel and consciously choose not to cap to purposely stall out the match infinitely, calling anyone who tries to cap the intel a fun-hating tryhard.

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* Some maps that can [[PaddedSumoGameplay lean more towards endless stalemates]] are dreaded despised by many, but many people also love them for their length, allowing them to just drop in, deathmatch for awhile, and drop out.
** For some, the NostalgiaLevel 2Fort, nicknamed "Turtlefort". The lack of No flank routes, the constant Sniper wars in the area between bases (which means they're on high alert and ready to shoot anyone on sight), and the ease of setting up sentries to guard the intel leads to the map being played for hours on end. Worse still are the return trips upon stealing the intelligence. Both teams’ escape routes intersect just outside their spawn rooms through narrow chokepoints, effectively encouraging the opposite team to spawn-camp to succeed. And that's if you're lucky enough not to get put in a 2Fort server overrun with friendlies who take the intel and consciously choose not to cap to purposely stall out the match infinitely, calling anyone who tries to cap the intel a fun-hating tryhard.


As a game that's gone on for about a decade, Team Fortress 2 has a lot of maps, both official and custom. Even excluding SturgeonsLaw on user-made maps, there are still certain maps or missions that are hated in the community.

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As a game that's gone on for about a decade, Team Fortress 2 has a lot of maps, both official and custom. Even excluding SturgeonsLaw on user-made maps, there are still certain maps or missions that Many are hated in the community.

Changed: -5

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*** All of this pales in comparison to Wave 6, which cranks all the previous aspects UpToEleven, and has been compared to the aforementioned Wave 666 in terms of difficulty. The wave is absolutely relentless, pitting you against legions of crit-boosted and damage-boosted fodder that will ZergRush you with glee, ''24 giants'' [[note]]3 critboosted Giant Deflector Heavies backed by Giant Medics, 8 Super Scouts, and a rush of ''10'' Giant Rapid Fire Soldiers[[/note]] that push incredibly hard and can easily surround you, and ''3 tanks'' that come shortly after each other ''while the Giants are attacking'', the last of which has the highest health of any tank in the game at a whopping ''60,000.'' You best be hoping you have a well-coordinated team and a boatload of money under your belt.

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*** All of this pales in comparison to Wave 6, which cranks all the previous aspects UpToEleven, to the extreme, and has been compared to the aforementioned Wave 666 in terms of difficulty. The wave is absolutely relentless, pitting you against legions of crit-boosted and damage-boosted fodder that will ZergRush you with glee, ''24 giants'' [[note]]3 critboosted Giant Deflector Heavies backed by Giant Medics, 8 Super Scouts, and a rush of ''10'' Giant Rapid Fire Soldiers[[/note]] that push incredibly hard and can easily surround you, and ''3 tanks'' that come shortly after each other ''while the Giants are attacking'', the last of which has the highest health of any tank in the game at a whopping ''60,000.'' You best be hoping you have a well-coordinated team and a boatload of money under your belt.



* Potato.tf’s Operation Digital Directive cranks the difficulty higher [[UpToEleven and then tips the waiter]], with pretty much ''every'' mission having [[TheHorde mind-boggling numbers of robots]]. If that wasn’t enough, many robots are equipped with weapons their class usually can’t equip, such as Sudden Equinox giving Spy-bots the Soldier banners, and more. Additionally, Medic-bots with the [[ScrappyMechanic projectile shield aren’t too uncommon]], [[SuicideAttack forcing the team to put themselves in danger by attack the medic from behind]]. It also doesn’t help that Snipers can now headshot, Pyros airblast all projectiles instead of just rockets, and some Sentry Busters also [[ScrappyMechanic actively target players instead of sentry guns]]. Some missions DO have [[EnemyMine RED robots to help you]], however, in many cases, the RED robots, especially Engineer-bots, tend to be prone to ArtificialStupidity and barely help, if at all. It’s rather clear that Digital Directive's high difficulty is unnecessary and excessive and can make even the best teams have a nightmare of a time trying to beat the missions.
** Mobocracy. Dear lord, ''[[NintendoHard Mobocracy.]]'' Taking place on the custom map Kelly, this is a mission that many players have struggled to complete. For starters, all of the money in each wave is dropped by the last robot you kill, meaning you can’t collect any during the wave. This effectively renders Scout useless, and prevents players from going back for upgrades mid-wave. In addition, Reanimators, Canteens, and several powerful upgrades are disabled in this mission, leaving you with nothing but your weapons and your wits to fight back the robot horde. Wave 5 is especially difficult, with the main focus being on [[EscortMission protecting a “VIP”]]: A Heavy named Gaben. If Gaben dies, the robots will release [[WolfpackBoss a horde of crit-boosted Giant Soldiers]], making the wave near-impossible to beat. Even if you’re lucky enough to keep Gaben alive, there are several other challenges that make this wave one of the more difficult ones. First up is the [[AirborneMook Blimp]], which acts as a flying Tank. Since blimps are so high up, many classes that normally excel at tank damage will falter. [[CloseRangeCombatant Pyros]] will be almost useless unless they can get on top of the blimp, and classes with projectiles are subject to large amounts of damage fall-off. Secondly, rapid-fire Snipers known as [[DemonicSpiders Infantry]] will appear after the Blimp is destroyed. Since they deal lots of damage very quickly and spawn in rapid succession, you’ll likely be overwhelmed if you find yourself fighting a large number of them. Lastly, we have [[BrokenArmorBossBattle a Tank that is Ubercharged for 90 seconds]] after it appears. Its invulnerability only wears off [[RushBoss right when it’s next to the bomb hatch]], meaning that if most of the team doesn’t focus it when this happens, the bomb will be dropped and the wave will be lost. Fortunately, if your team manages to destroy the tank in time, [[MoneySpider it drops an]] '''[[MoneySpider absurd]]''' [[MoneySpider amount of money]], enough to purchase every upgrade with plenty to spare. However, destroying the tank doesn’t end the wave, leaving you to take care of the rest of the Infantry, and even more dangerous robots if you let Gaben die. This can easily lead to a loss if your team is [[AttentionDeficitOohShiny too busy buying upgrades]], so it’s best not to get greedy and instead wait until the end of the wave to spend your hard-earned credits.

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* Potato.tf’s Operation Digital Directive cranks the difficulty higher [[UpToEleven [[SerialEscalation and then tips the waiter]], with pretty much ''every'' mission having [[TheHorde mind-boggling numbers of robots]]. If that wasn’t enough, many robots are equipped with weapons their class usually can’t equip, such as Sudden Equinox giving Spy-bots the Soldier banners, and more. Additionally, Medic-bots with the [[ScrappyMechanic projectile shield aren’t too uncommon]], [[SuicideAttack forcing the team to put themselves in danger by attack the medic from behind]]. It also doesn’t help that Snipers can now headshot, Pyros airblast all projectiles instead of just rockets, and some Sentry Busters also [[ScrappyMechanic actively target players instead of sentry guns]]. Some missions DO have [[EnemyMine RED robots to help you]], however, in many cases, the RED robots, especially Engineer-bots, tend to be prone to ArtificialStupidity and barely help, if at all. It’s rather clear that Digital Directive's high difficulty is unnecessary and excessive and can make even the best teams have a nightmare of a time trying to beat the missions.
** Mobocracy. Dear lord, ''[[NintendoHard Mobocracy.]]'' Taking place on the custom map Kelly, this is a mission that many players have struggled to complete. For starters, all of the money in each wave is dropped by the last robot you kill, meaning you can’t collect any during the wave. This effectively renders Scout useless, and prevents players from going back for upgrades mid-wave. In addition, Reanimators, Canteens, and several powerful upgrades are disabled in this mission, leaving you with nothing but your weapons and your wits to fight back the robot horde. Wave 5 is especially difficult, with the main focus being on [[EscortMission protecting a “VIP”]]: A Heavy named Gaben. If Gaben dies, the robots will release [[WolfpackBoss a horde of crit-boosted Giant Soldiers]], making the wave near-impossible to beat. Even if you’re lucky enough to keep Gaben alive, there are several other challenges that make this wave one of the more difficult ones. First up is the [[AirborneMook Blimp]], which acts as a flying Tank. Since blimps are so high up, many classes that normally excel at tank damage will falter. [[CloseRangeCombatant Pyros]] will be almost useless unless they can get on top of the blimp, and classes with projectiles are subject to large amounts of damage fall-off. Secondly, rapid-fire Snipers known as [[DemonicSpiders Infantry]] will appear after the Blimp is destroyed. Since they deal lots of damage very quickly and spawn in rapid succession, you’ll likely be overwhelmed if you find yourself fighting a large number of them. Lastly, we have [[BrokenArmorBossBattle a Tank that is Ubercharged for 90 seconds]] after it appears. Its invulnerability only wears off [[RushBoss right when it’s next to the bomb hatch]], meaning that if most of the team doesn’t focus it when this happens, the bomb will be dropped and the wave will be lost. Fortunately, if your team manages to destroy the tank in time, [[MoneySpider it drops an]] '''[[MoneySpider absurd]]''' [[MoneySpider amount of money]], enough to purchase every upgrade with plenty to spare. However, destroying the tank doesn’t end the wave, leaving you to take care of the rest of the Infantry, and even more dangerous robots if you let Gaben die. This can easily lead to a loss if your team is [[AttentionDeficitOohShiny too busy buying upgrades]], so it’s best not to get greedy and instead wait until the end of the wave to spend your hard-earned credits.
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* Potato.tf's Halloween-themed campaign, Operation Hexadecimal Horrors, features possibly one of the most brutal and unforgiving missions ever conceived. Welcome to Trespasser. To sum it up, this mission plays out more like a "zombie survival scenario", with your team "holding out" inside an abandoned house[[note]]the custom map, Condemned[[/note]] until "rescue" arrives. To add to the "immersion" (or difficulty) of the mission, most weapons either receive major nerfs ''or are outright disallowed to be used'', leaving all of the typically powerful classes severely gimped in terms of their effectiveness.[[note]]Soldier, Demoman, and Heavy are restricted to their secondaries and melee. Medic has no Medi-gun available. Engineer can only build level 1 buildings, and the Sentry has a greatly reduced rate of fire. Among other things...[[/note]] There are no respawns or reanimators. Upgrades are scarce thanks to increased costs and a meagre credits pool (you can even ''lose'' credits if a teammate dies). The "horde" you're up against contains plenty of [[DemonicSpiders nasty creatures]] that are either hard to kill, or can rip you to shreds in an instant...''or both''. Oh, and this mission is one, long Wave 666-style wave. Meaning no checkpoints, and zero room for error. With so many things going against you, it's no wonder why even seasoned veterans struggle to get anywhere close to the end.

to:

* Potato.tf's Halloween-themed campaign, Operation Hexadecimal Horrors, features possibly one of the most brutal and unforgiving missions ever conceived. Welcome to Trespasser. To sum it up, this mission plays out more like a "zombie survival scenario", with your team "holding out" inside an abandoned house[[note]]the custom map, Condemned[[/note]] until "rescue" arrives. To add to the "immersion" (or difficulty) of the mission, most weapons either receive major nerfs ''or are outright disallowed to be used'', leaving all of the typically powerful classes severely gimped in terms of their effectiveness.[[note]]Soldier, Pyro, Demoman, and Heavy are restricted to their secondaries and melee. Medic has no Medi-gun available. Engineer can only build level 1 buildings, and the Sentry has a greatly reduced rate of fire. Among other things...[[/note]] There are no respawns or reanimators. Upgrades are scarce thanks to increased costs and a meagre credits pool (you can even ''lose'' credits if a teammate dies). The "horde" you're up against contains plenty of [[DemonicSpiders nasty creatures]] that are either hard to kill, or can rip you to shreds in an instant...''or both''. Oh, and this mission is one, long Wave 666-style wave. Meaning no checkpoints, and zero room for error. With so many things going against you, it's no wonder why even seasoned veterans struggle to get anywhere close to the end.
Is there an issue? Send a MessageReason:
None


* Potato.tf's Halloween-themed campaign, Operation Hexadecimal Horrors, features possibly one of the most brutal and unforgiving missions ever conceived. Welcome to Trespasser. To sum it up, this mission plays out more like a "zombie survival scenario", with your team "holding out" inside an abandoned house[[note]]the custom map, Condemned[[/note]] until "rescue" arrives. To add to the "immersion" (or difficulty) of the mission, most weapons either receive major nerfs ''or are outright disallowed to be used'', leaving all of the typically powerful classes severely gimped in terms of their effectiveness.[[note]]Soldier, Demoman, and Heavy are restricted to their secondaries and melee. Medic has no Medi-gun available. Engineer can only build level 1 buildings, and the Sentry has a greatly reduced rate of fire. Among other things...[[/note]] There are no respawns or reanimators. Upgrades are scarce thanks to increased costs and a meagre credits pool (you can even ''lose'' credits if a teammate dies). The "horde" you're up against contains plenty of [[DemonicSpiders nasty creatures]] that are either hard to kill, or can rip you to shreds in an instant. Oh, and this mission is one, long Wave 666-style wave. Meaning no checkpoints, and zero room for error. With so many things going against you, it's no wonder why even seasoned veterans struggle to get anywhere close to the end.

to:

* Potato.tf's Halloween-themed campaign, Operation Hexadecimal Horrors, features possibly one of the most brutal and unforgiving missions ever conceived. Welcome to Trespasser. To sum it up, this mission plays out more like a "zombie survival scenario", with your team "holding out" inside an abandoned house[[note]]the custom map, Condemned[[/note]] until "rescue" arrives. To add to the "immersion" (or difficulty) of the mission, most weapons either receive major nerfs ''or are outright disallowed to be used'', leaving all of the typically powerful classes severely gimped in terms of their effectiveness.[[note]]Soldier, Demoman, and Heavy are restricted to their secondaries and melee. Medic has no Medi-gun available. Engineer can only build level 1 buildings, and the Sentry has a greatly reduced rate of fire. Among other things...[[/note]] There are no respawns or reanimators. Upgrades are scarce thanks to increased costs and a meagre credits pool (you can even ''lose'' credits if a teammate dies). The "horde" you're up against contains plenty of [[DemonicSpiders nasty creatures]] that are either hard to kill, or can rip you to shreds in an instant.instant...''or both''. Oh, and this mission is one, long Wave 666-style wave. Meaning no checkpoints, and zero room for error. With so many things going against you, it's no wonder why even seasoned veterans struggle to get anywhere close to the end.
Is there an issue? Send a MessageReason:
None


* Potato.tf's Halloween-themed campaign, Operation Hexadecimal Horrors, features possibly one of the most brutal and unforgiving missions ever conceived. Welcome to Trespasser. To sum it up, this mission plays out more like a "zombie survival scenario", with your team "holding out" inside an abandoned house[[note]]the custom map, Condemned[[/note]] until "rescue" arrives. To add to the "immersion" (or difficulty) of the mission, most weapons either receive major nerfs ''or are outright disallowed to be used'', leaving all of the typically powerful classes severely gimped in terms of their damage output.[[note]]Soldier, Demoman, and Heavy are restricted to their secondaries and melee. Medic has no Medi-gun available. Engineer can only build level 1 buildings, and the Sentry has a greatly reduced rate of fire. Among other things...[[/note]] There are no respawns or reanimators. Upgrades are scarce thanks to increased costs and a meagre credits pool (you can even ''lose'' credits if a teammate dies). The "horde" you're up against contains plenty of [[DemonicSpiders nasty creatures]] that are either hard to kill, or can rip you to shreds in an instant. Oh, and this mission is one, long Wave 666-style wave. Meaning no checkpoints, and zero room for error. With so many things going against you, it's no wonder why even seasoned veterans struggle to get anywhere close to the end.

to:

* Potato.tf's Halloween-themed campaign, Operation Hexadecimal Horrors, features possibly one of the most brutal and unforgiving missions ever conceived. Welcome to Trespasser. To sum it up, this mission plays out more like a "zombie survival scenario", with your team "holding out" inside an abandoned house[[note]]the custom map, Condemned[[/note]] until "rescue" arrives. To add to the "immersion" (or difficulty) of the mission, most weapons either receive major nerfs ''or are outright disallowed to be used'', leaving all of the typically powerful classes severely gimped in terms of their damage output.effectiveness.[[note]]Soldier, Demoman, and Heavy are restricted to their secondaries and melee. Medic has no Medi-gun available. Engineer can only build level 1 buildings, and the Sentry has a greatly reduced rate of fire. Among other things...[[/note]] There are no respawns or reanimators. Upgrades are scarce thanks to increased costs and a meagre credits pool (you can even ''lose'' credits if a teammate dies). The "horde" you're up against contains plenty of [[DemonicSpiders nasty creatures]] that are either hard to kill, or can rip you to shreds in an instant. Oh, and this mission is one, long Wave 666-style wave. Meaning no checkpoints, and zero room for error. With so many things going against you, it's no wonder why even seasoned veterans struggle to get anywhere close to the end.
Is there an issue? Send a MessageReason:
None


* Potato.tf's Halloween-themed campaign, Operation Hexadecimal Horrors, features possibly one of the most brutal and unforgiving missions ever conceived. Welcome to Trespasser. To sum it up, this mission plays out more like a "zombie survival scenario", with your team "holding out" inside an abandoned house[[note]]the custom map, Condemned[[/note]] until "rescue" arrives. To add to the "immersion" (or difficulty) of the mission, most weapons either receive major nerfs or are outright disallowed to be used, leaving all of the typically powerful classes severely gimped in terms of their damage output.[[note]]Soldier, Demoman, and Heavy are restricted to their secondaries and melee. Medic has no Medi-gun available. Engineer can only build level 1 buildings, and the Sentry has a greatly reduced rate of fire. Among other things...[[/note]] There are no respawns or reanimators. Upgrades are scarce thanks to increased costs and a meagre credits pool (you can even ''lose'' credits if a teammate dies). The "horde" you're up against contains plenty of [[DemonicSpiders nasty creatures]] that are either hard to kill, or can rip you to shreds in an instant. Oh, and this mission is one, long Wave 666-style wave. Meaning no checkpoints, and zero room for error. With so many things going against you, it's no wonder why even seasoned veterans struggle to get anywhere close to the end.

to:

* Potato.tf's Halloween-themed campaign, Operation Hexadecimal Horrors, features possibly one of the most brutal and unforgiving missions ever conceived. Welcome to Trespasser. To sum it up, this mission plays out more like a "zombie survival scenario", with your team "holding out" inside an abandoned house[[note]]the custom map, Condemned[[/note]] until "rescue" arrives. To add to the "immersion" (or difficulty) of the mission, most weapons either receive major nerfs or ''or are outright disallowed to be used, used'', leaving all of the typically powerful classes severely gimped in terms of their damage output.[[note]]Soldier, Demoman, and Heavy are restricted to their secondaries and melee. Medic has no Medi-gun available. Engineer can only build level 1 buildings, and the Sentry has a greatly reduced rate of fire. Among other things...[[/note]] There are no respawns or reanimators. Upgrades are scarce thanks to increased costs and a meagre credits pool (you can even ''lose'' credits if a teammate dies). The "horde" you're up against contains plenty of [[DemonicSpiders nasty creatures]] that are either hard to kill, or can rip you to shreds in an instant. Oh, and this mission is one, long Wave 666-style wave. Meaning no checkpoints, and zero room for error. With so many things going against you, it's no wonder why even seasoned veterans struggle to get anywhere close to the end.
Is there an issue? Send a MessageReason:
None


* Potato.tf's Halloween-themed campaign, Operation Hexadecimal Horrors, features possibly one of the most brutal and unforgiving missions ever conceived. Welcome to Trespasser. To sum it up, this mission plays out more like a "zombie survival scenario", with your team "holding out" inside an abandoned house[[note]]the custom map, Condemned[[/note]] until "rescue" arrives. To add to the "immersion" (or difficulty) of the mission, most weapons either receive major nerfs or are outright disallowed to be used, leaving all of the typically powerful classes severely gimped in terms of their damage output.[[note]]Soldier, Demoman, and Heavy are restricted to their secondaries and melee. Medic has no Medi-gun available. Engineer can only build level 1 buildings, and the Sentry has a greatly reduced rate of fire. Among other things...[[/note]] There are no respawns or reanimators. Upgrades are scarce thanks to increased costs and a meagre credits pool (you can even ''lose'' credits if a teammate dies). The "horde" you're up against contains plenty of [[Demonic Spiders nasty creatures]] that are either hard to kill, or can rip you to shreds in an instant. Oh, and this mission is one, long Wave 666-style wave. Meaning no checkpoints, and zero room for error. With so many things going against you, it's no wonder why even seasoned veterans struggle to get anywhere close to the end.

to:

* Potato.tf's Halloween-themed campaign, Operation Hexadecimal Horrors, features possibly one of the most brutal and unforgiving missions ever conceived. Welcome to Trespasser. To sum it up, this mission plays out more like a "zombie survival scenario", with your team "holding out" inside an abandoned house[[note]]the custom map, Condemned[[/note]] until "rescue" arrives. To add to the "immersion" (or difficulty) of the mission, most weapons either receive major nerfs or are outright disallowed to be used, leaving all of the typically powerful classes severely gimped in terms of their damage output.[[note]]Soldier, Demoman, and Heavy are restricted to their secondaries and melee. Medic has no Medi-gun available. Engineer can only build level 1 buildings, and the Sentry has a greatly reduced rate of fire. Among other things...[[/note]] There are no respawns or reanimators. Upgrades are scarce thanks to increased costs and a meagre credits pool (you can even ''lose'' credits if a teammate dies). The "horde" you're up against contains plenty of [[Demonic Spiders [[DemonicSpiders nasty creatures]] that are either hard to kill, or can rip you to shreds in an instant. Oh, and this mission is one, long Wave 666-style wave. Meaning no checkpoints, and zero room for error. With so many things going against you, it's no wonder why even seasoned veterans struggle to get anywhere close to the end.
Is there an issue? Send a MessageReason:
None


* Potato.tf's Halloween-themed campaign, Operation Hexadecimal Horrors, features possibly one of the most brutal and unforgiving missions ever conceived. Welcome to Trespasser. To sum it up, this mission plays out more like a "zombie survival scenerio", with your team holding out inside an abandoned house until "rescue" arrives. To add to the "immersion" (or difficulty) of the mission, most weapons either receive major nerfs or are outright disallowed to be used, leaving all of the typically powerful classes severely gimped in terms of their damage output.[[note]]Soldier, Demoman, and Heavy are restricted to their secondaries and melee. Medic has no Medi-gun available. Engineer can only build level 1 buildings, and the Sentry has a greatly reduced rate of fire.[[/note]] There are no respawns or reanimators. Upgrades are scarce thanks to increased costs and a meagre credits pool (you can even ''lose'' credits if a teammate dies). The "horde" you're up against contains plenty of

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* Potato.tf's Halloween-themed campaign, Operation Hexadecimal Horrors, features possibly one of the most brutal and unforgiving missions ever conceived. Welcome to Trespasser. To sum it up, this mission plays out more like a "zombie survival scenerio", scenario", with your team holding out "holding out" inside an abandoned house house[[note]]the custom map, Condemned[[/note]] until "rescue" arrives. To add to the "immersion" (or difficulty) of the mission, most weapons either receive major nerfs or are outright disallowed to be used, leaving all of the typically powerful classes severely gimped in terms of their damage output.[[note]]Soldier, Demoman, and Heavy are restricted to their secondaries and melee. Medic has no Medi-gun available. Engineer can only build level 1 buildings, and the Sentry has a greatly reduced rate of fire. Among other things...[[/note]] There are no respawns or reanimators. Upgrades are scarce thanks to increased costs and a meagre credits pool (you can even ''lose'' credits if a teammate dies). The "horde" you're up against contains plenty ofof [[Demonic Spiders nasty creatures]] that are either hard to kill, or can rip you to shreds in an instant. Oh, and this mission is one, long Wave 666-style wave. Meaning no checkpoints, and zero room for error. With so many things going against you, it's no wonder why even seasoned veterans struggle to get anywhere close to the end.
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* Potato.tf's Halloween-themed campaign, Operation Hexadecimal Horrors, features possibly one of the most brutal and unforgiving missions ever conceived. Welcome to Trespasser.

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* Potato.tf's Halloween-themed campaign, Operation Hexadecimal Horrors, features possibly one of the most brutal and unforgiving missions ever conceived. Welcome to Trespasser. To sum it up, this mission plays out more like a "zombie survival scenerio", with your team holding out inside an abandoned house until "rescue" arrives. To add to the "immersion" (or difficulty) of the mission, most weapons either receive major nerfs or are outright disallowed to be used, leaving all of the typically powerful classes severely gimped in terms of their damage output.[[note]]Soldier, Demoman, and Heavy are restricted to their secondaries and melee. Medic has no Medi-gun available. Engineer can only build level 1 buildings, and the Sentry has a greatly reduced rate of fire.[[/note]] There are no respawns or reanimators. Upgrades are scarce thanks to increased costs and a meagre credits pool (you can even ''lose'' credits if a teammate dies). The "horde" you're up against contains plenty of
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** Special mention must be made to the fifth and sixth wave of Dust and Dirt. The fifth wave throws a sizeable amount of Giants at your team, with the final subwave bringing in a "Tank boss"[[note]]which is actually two tanks stacked on top of each other with 60k HP in total[[/note]]...equipped with a Sentry Gun, cannons that spew volleys of stickybombs, and impenetrable armour plating. Soldiers, Heavies, Pyros, and ''Giant Rapid Fire Soldiers'' also spawn in to back it up. All in all, there's plenty of distractions that can hamper your team's ability to lay down enough DPS to take down the Tank[[note]]...er, Tanks[[/note]]. After that, the sixth and final wave of this mission looks deceptively tame in comparison, featuring 4 pairs of Giant Brass Beast Heavies backed by both normal and giant Medics. It's when the Samurai Demos start spawning in where you're in for a nasty surprise. Enter the Sandstorm Samurai Sergeant, a jacked-up version of the Samurai Demo. Unlike most boss robots, the Sergeant has all the buffs that a boss receives...''but can still get the bonuses from carrying the bomb like the normal robots do''[[note]]Damage resistance, health regen, and critboost[[/note]], which can make it even more of a challenge to take him down. He's also hidden from the wavebar, so you'll definitely be caught off-guard on your first playthrough.

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** Special mention must be made to the fifth and sixth wave of Dust and Dirt. The fifth wave throws a sizeable amount of Giants at your team, with the final subwave bringing in a "Tank boss"[[note]]which is actually two tanks stacked on top of each other with 60k HP in total[[/note]]...equipped with a Sentry Gun, cannons that spew volleys of stickybombs, and impenetrable armour plating. Soldiers, Heavies, Pyros, and ''Giant Rapid Fire Soldiers'' also spawn in to back it up. All in all, there's plenty of distractions that can hamper your team's ability to lay down enough DPS to take down the Tank[[note]]...er, Tanks[[/note]]. After that, the sixth and final wave of this mission looks deceptively tame in comparison, featuring 4 pairs of Giant Brass Beast Heavies backed by both normal and giant Medics. It's when the Samurai Demos start spawning in where you're in for a nasty surprise. Enter the Sandstorm Samurai Sergeant, a jacked-up version of the Samurai Demo. Unlike most boss robots, the Sergeant has all the buffs that a boss receives...''but can still get the bonuses from carrying the bomb like the normal robots do''[[note]]Damage resistance, health regen, and critboost[[/note]], which can make it even more of a challenge to take him down. He's also hidden from the wavebar, so you'll definitely be caught off-guard on your first playthrough.playthrough.
* Potato.tf's Halloween-themed campaign, Operation Hexadecimal Horrors, features possibly one of the most brutal and unforgiving missions ever conceived. Welcome to Trespasser.
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** Special mention must be made to the fifth and sixth wave of Dust and Dirt. The fifth wave throws a sizeable amount of Giants at your team, with the final subwave bringing in a "Tank boss"[[note]]Actually two tanks stacked on top of each other with 60k HP in total[[/note]]...equipped with a Sentry Gun, cannons that spew volleys of stickybombs, and impenetrable armour plating. Soldiers, Heavies, Pyros, and ''Giant Rapid Fire Soldiers'' also spawn in to back it up. All in all, there's plenty of distractions that can hamper your team's ability to lay down enough DPS to take down the Tank[[note]]...er, Tanks[[/note]]. After that, the sixth and final wave of this mission looks deceptively tame in comparison, featuring 4 pairs of Giant Brass Beast Heavies backed by both normal and giant Medics. It's when the Samurai Demos start spawning in where you're in for a nasty surprise. Enter the Sandstorm Samurai Sergeant, a jacked-up version of the Samurai Demo. Unlike most boss robots, the Sergeant has all the buffs that a boss receives...''but can still get the bonuses from carrying the bomb like the normal robots do''[[note]]Damage resistance, health regen, and critboost[[/note]], which can make it even more of a challenge to take him down. He's also hidden from the wavebar, so you'll definitely be caught off-guard on your first playthrough.

to:

** Special mention must be made to the fifth and sixth wave of Dust and Dirt. The fifth wave throws a sizeable amount of Giants at your team, with the final subwave bringing in a "Tank boss"[[note]]Actually boss"[[note]]which is actually two tanks stacked on top of each other with 60k HP in total[[/note]]...equipped with a Sentry Gun, cannons that spew volleys of stickybombs, and impenetrable armour plating. Soldiers, Heavies, Pyros, and ''Giant Rapid Fire Soldiers'' also spawn in to back it up. All in all, there's plenty of distractions that can hamper your team's ability to lay down enough DPS to take down the Tank[[note]]...er, Tanks[[/note]]. After that, the sixth and final wave of this mission looks deceptively tame in comparison, featuring 4 pairs of Giant Brass Beast Heavies backed by both normal and giant Medics. It's when the Samurai Demos start spawning in where you're in for a nasty surprise. Enter the Sandstorm Samurai Sergeant, a jacked-up version of the Samurai Demo. Unlike most boss robots, the Sergeant has all the buffs that a boss receives...''but can still get the bonuses from carrying the bomb like the normal robots do''[[note]]Damage resistance, health regen, and critboost[[/note]], which can make it even more of a challenge to take him down. He's also hidden from the wavebar, so you'll definitely be caught off-guard on your first playthrough.
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None


** Special mention must be made to the fifth and sixth wave of Dust and Dirt. The fifth wave throws a sizeable amount of Giants at your team, with the final subwave bringing in a "Tank boss"[[note]]Actually two tanks stacked on top of each other with 60k HP in total[[/note]]...equipped with a Sentry Gun, cannons that spew volleys of stickybombs, and impenetrable armour plating. Soldiers, Heavies, Pyros, and ''Giant Rapid Fire Soldiers'' also spawn in to back it up. All in all, there's plenty of distractions that can hamper your team's ability to lay down enough DPS to take down the Tank[[/note]]...er, Tanks[[/note]]. After that, the sixth and final wave of this mission looks deceptively tame in comparison, featuring 4 pairs of Giant Brass Beast Heavies backed by both normal and giant Medics. It's when the Samurai Demos start spawning in where you're in for a nasty surprise. Enter the Sandstorm Samurai Sergeant, a jacked-up version of the Samurai Demo. Unlike most boss robots, the Sergeant has all the buffs that a boss receives...''but can still get the bonuses from carrying the bomb like the normal robots do''[[note]]Damage resistance, health regen, and critboost[[/note]], which can make it even more of a challenge to take him down. He's also hidden from the wavebar, so you'll definitely be caught off-guard on your first playthrough.

to:

** Special mention must be made to the fifth and sixth wave of Dust and Dirt. The fifth wave throws a sizeable amount of Giants at your team, with the final subwave bringing in a "Tank boss"[[note]]Actually two tanks stacked on top of each other with 60k HP in total[[/note]]...equipped with a Sentry Gun, cannons that spew volleys of stickybombs, and impenetrable armour plating. Soldiers, Heavies, Pyros, and ''Giant Rapid Fire Soldiers'' also spawn in to back it up. All in all, there's plenty of distractions that can hamper your team's ability to lay down enough DPS to take down the Tank[[/note]]...Tank[[note]]...er, Tanks[[/note]]. After that, the sixth and final wave of this mission looks deceptively tame in comparison, featuring 4 pairs of Giant Brass Beast Heavies backed by both normal and giant Medics. It's when the Samurai Demos start spawning in where you're in for a nasty surprise. Enter the Sandstorm Samurai Sergeant, a jacked-up version of the Samurai Demo. Unlike most boss robots, the Sergeant has all the buffs that a boss receives...''but can still get the bonuses from carrying the bomb like the normal robots do''[[note]]Damage resistance, health regen, and critboost[[/note]], which can make it even more of a challenge to take him down. He's also hidden from the wavebar, so you'll definitely be caught off-guard on your first playthrough.
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** Special mention must be made to the fifth and sixth wave of Dust and Dirt. The fifth wave throws a sizeable amount of Giants at your team, with the final subwave bringing in two Tanks...with 60k HP in total...stacked on top of each other...equipped with a Sentry Gun, cannons that spew a volley of stickybombs, and impenetrable armour plating. Soldiers, Heavies, Pyros, and ''Giant Rapid Fire Soldiers'' also spawn in to back it up. All in all, there's plenty of distractions that can hamper your team's ability to lay down enough DPS to take down the Tank...er, Tanks. After that, the sixth and final wave of this mission looks deceptively tame in comparison, featuring 4 pairs of Giant Brass Beast Heavies backed by both normal and giant Medics. It's when the Samurai Demos start spawning in where you're in for a nasty surprise. Enter the Sandstorm Samurai Sergeant, a jacked-up version of the Samurai Demo. Unlike most boss robots, the Sergeant has all the buffs that a boss receives...''but can still get the bonuses from carrying the bomb like the normal robots do''[[note]]Damage resistance, health regen, and critboost[[/note]], which can make it even more of a challenge to take him down. He's also hidden from the wavebar, so you'll definitely be caught off-guard on your first playthrough.

to:

** Special mention must be made to the fifth and sixth wave of Dust and Dirt. The fifth wave throws a sizeable amount of Giants at your team, with the final subwave bringing in a "Tank boss"[[note]]Actually two Tanks...with 60k HP in total...tanks stacked on top of each other...other with 60k HP in total[[/note]]...equipped with a Sentry Gun, cannons that spew a volley volleys of stickybombs, and impenetrable armour plating. Soldiers, Heavies, Pyros, and ''Giant Rapid Fire Soldiers'' also spawn in to back it up. All in all, there's plenty of distractions that can hamper your team's ability to lay down enough DPS to take down the Tank...Tank[[/note]]...er, Tanks.Tanks[[/note]]. After that, the sixth and final wave of this mission looks deceptively tame in comparison, featuring 4 pairs of Giant Brass Beast Heavies backed by both normal and giant Medics. It's when the Samurai Demos start spawning in where you're in for a nasty surprise. Enter the Sandstorm Samurai Sergeant, a jacked-up version of the Samurai Demo. Unlike most boss robots, the Sergeant has all the buffs that a boss receives...''but can still get the bonuses from carrying the bomb like the normal robots do''[[note]]Damage resistance, health regen, and critboost[[/note]], which can make it even more of a challenge to take him down. He's also hidden from the wavebar, so you'll definitely be caught off-guard on your first playthrough.
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** Mobocracy. Dear lord, ''Mobocracy.'' Taking place on the custom map Kelly, is a mission that many players have struggled to complete. For starters, all of the money in each wave is dropped by the last robot you kill, meaning you can’t collect any during the wave. This effectively renders Scout useless, and prevents players from going back for upgrades mid-wave. In addition, Reanimators, Canteens, and several powerful upgrades are disabled in this mission, leaving you with nothing but your weapons and your wits to fight back the robot horde. Wave 5 is especially difficult, with the main focus being on [[EscortMission protecting a “VIP”]]: A Heavy named Gaben. If Gaben dies, the robots will release [[WolfpackBoss a horde of crit-boosted Giant Soldiers]], making the wave near-impossible to beat. Even if you’re lucky enough to keep Gaben alive, there are several other challenges that make this wave one of the more difficult ones. First up is the [[AirborneMook Blimp]], which acts as a flying Tank. Since blimps are so high up, many classes that normally excel at tank damage will falter. [[CloseRangeCombatant Pyros]] will be almost useless unless they can get on top of the blimp, and classes with projectiles are subject to large amounts of damage fall-off. Secondly, rapid-fire Snipers known as [[DemonicSpiders Infantry]] will appear after the Blimp is destroyed. Since they deal lots of damage very quickly and spawn in rapid succession, you’ll likely be overwhelmed if you find yourself fighting a large number of them. Lastly, we have [[BrokenArmorBossBattle a Tank that is Ubercharged for 90 seconds]] after it appears. Its invulnerability only wears off [[RushBoss right when it’s next to the bomb hatch]], meaning that if most of the team doesn’t focus it when this happens, the bomb will be dropped and the wave will be lost. Fortunately, if your team manages to destroy the tank in time, [[MoneySpider it drops an]] '''[[MoneySpider absurd]]''' [[MoneySpider amount of money]], enough to purchase every upgrade with plenty to spare. However, destroying the tank doesn’t end the wave, leaving you to take care of the rest of the Infantry, and even more dangerous robots if you let Gaben die. This can easily lead to a loss if your team is [[AttentionDeficitOohShiny too busy buying upgrades]], so it’s best not to get greedy and instead wait until the end of the wave to spend your hard-earned credits.
** In a similar vein to Mobocracy, Bionic Bits is also notorious for being frustratingly difficult to tackle. Just to give an idea of how ludicrous this mission is, the first wave includes a Giant Charger Demo (a Giant Demoknight with a practically ''infinite'' charge duration), 3 giant critboosted Heavies paired with an Uber Medic, a swarm of Direct Hit Soldiers with expert marksmanship, a Giant Black Box Soldier, a Blimp, and ''a Heavy boss robot''. Again, this is the ''first wave''...and your team is expected to beat this with a grand total of...''1 credit'' to start with. Even with all the custom stat changes and buffs provided to you, this is utterly brutal for your average player. The rest of the waves don't ease off the pressure either, bringing all sorts of DemonicSpiders and boss robots on ''every single wave''. Particularly in the penultimate wave, which brings ''6'' Giant Charger Demos onto the field at once at the start, followed by a 40k HP tank, and ''11'' giant Heavies...that ''go invisible when they stop firing'', which are also escorted by Steel Gauntlet Pushers and Lithium Gauntlets, the latter of which are ''[[NoSell completely immune to ranged weapons and backstabs]]''. Oh, and after all that...you still need to go up against a Pyro boss.
** Dynamic Disaster throws a unique curveball for players expecting a "normal" round of Mann vs. Machine. The mission consists of 2 waves. The first wave is a Caliginous Caper-style "endurance" wave with tons of custom robots and ''three'' bosses. Sounds tricky enough? The wave doesn't bring a bomb into play, but instead your team has to kill every single robot within a 28 minute time limit. Running out of time before the last two bosses spawn will result in a loss, and just like Caliginous Caper, ''there are no checkpoints''. You fail the wave at any point? You'll have to do it all over again. A coordinated team is practically mandatory, as a teamwipe can really eat into all that precious time. The second wave however is a much needed BreatherLevel as it only consists of a Tank with stickybomb cannons, along with a randomly chosen boss robot, Engineers, and Spies as support.

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** Mobocracy. Dear lord, ''Mobocracy.'' ''[[NintendoHard Mobocracy.]]'' Taking place on the custom map Kelly, this is a mission that many players have struggled to complete. For starters, all of the money in each wave is dropped by the last robot you kill, meaning you can’t collect any during the wave. This effectively renders Scout useless, and prevents players from going back for upgrades mid-wave. In addition, Reanimators, Canteens, and several powerful upgrades are disabled in this mission, leaving you with nothing but your weapons and your wits to fight back the robot horde. Wave 5 is especially difficult, with the main focus being on [[EscortMission protecting a “VIP”]]: A Heavy named Gaben. If Gaben dies, the robots will release [[WolfpackBoss a horde of crit-boosted Giant Soldiers]], making the wave near-impossible to beat. Even if you’re lucky enough to keep Gaben alive, there are several other challenges that make this wave one of the more difficult ones. First up is the [[AirborneMook Blimp]], which acts as a flying Tank. Since blimps are so high up, many classes that normally excel at tank damage will falter. [[CloseRangeCombatant Pyros]] will be almost useless unless they can get on top of the blimp, and classes with projectiles are subject to large amounts of damage fall-off. Secondly, rapid-fire Snipers known as [[DemonicSpiders Infantry]] will appear after the Blimp is destroyed. Since they deal lots of damage very quickly and spawn in rapid succession, you’ll likely be overwhelmed if you find yourself fighting a large number of them. Lastly, we have [[BrokenArmorBossBattle a Tank that is Ubercharged for 90 seconds]] after it appears. Its invulnerability only wears off [[RushBoss right when it’s next to the bomb hatch]], meaning that if most of the team doesn’t focus it when this happens, the bomb will be dropped and the wave will be lost. Fortunately, if your team manages to destroy the tank in time, [[MoneySpider it drops an]] '''[[MoneySpider absurd]]''' [[MoneySpider amount of money]], enough to purchase every upgrade with plenty to spare. However, destroying the tank doesn’t end the wave, leaving you to take care of the rest of the Infantry, and even more dangerous robots if you let Gaben die. This can easily lead to a loss if your team is [[AttentionDeficitOohShiny too busy buying upgrades]], so it’s best not to get greedy and instead wait until the end of the wave to spend your hard-earned credits.
** In a similar vein to Mobocracy, [[NintendoHard Bionic Bits Bits]] is also notorious for being frustratingly difficult to tackle. Just to give an idea of how ludicrous this mission is, the first wave includes a Giant Charger Demo (a Giant Demoknight with a practically ''infinite'' charge duration), 3 giant critboosted Heavies paired with an Uber Medic, a swarm of Direct Hit Soldiers with expert marksmanship, a Giant Black Box Soldier, a Blimp, and ''a Heavy boss robot''. Again, this is the ''first wave''...and your team is expected to beat this with a grand total of...''1 credit'' to start with. Even with all the custom stat changes and buffs provided to you, this is utterly brutal for your average player. The rest of the waves don't ease off the pressure either, bringing all sorts of DemonicSpiders and boss robots on ''every single wave''. Particularly in the penultimate wave, which brings ''6'' Giant Charger Demos onto the field at once at the start, followed by a 40k HP tank, and ''11'' giant Heavies...that ''go invisible when they stop firing'', which are also escorted by Steel Gauntlet Pushers and Lithium Gauntlets, the latter of which are ''[[NoSell completely immune to ranged weapons and backstabs]]''. Oh, and after all that...you still need to go up against a Pyro boss.
** Dynamic Disaster throws a unique curveball for players expecting a "normal" round of Mann vs. Machine. The mission consists of 2 waves. The first wave is a Caliginous Caper-style "endurance" wave with tons of custom robots and ''three'' bosses. Sounds tricky enough? The wave doesn't bring a bomb into play, but instead your team has to kill every single robot [[TimedMission within a 28 minute time limit.limit]]. Running out of time before the last two bosses spawn will result in a loss, and just like Caliginous Caper, ''there are no checkpoints''. You fail the wave run out of time at any point? You'll have to do it all over again. A coordinated team is practically mandatory, as getting teamwiped or leaving a teamwipe few stragglers roaming around can really eat into all that precious time. The second wave however is a much needed BreatherLevel as it only consists of a Tank armed with stickybomb cannons, along with a randomly chosen boss robot, Engineers, and Spies as support.
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** Dynamic Disaster throws a unique curveball for players epecting a "normal" round of Mann vs. Machine. The mission consists of 2 waves. The first wave is a Caliginous Caper-style "endurance" wave with tons of custom robots and ''three'' bosses. Sounds tricky enough? The wave doesn't bring a bomb into play, but instead your team has to kill every single robot within a 28 minute time limit. Running out of time before the last two bosses spawn will result in a loss, and just like Caliginous Caper, ''there are no checkpoints''. You fail the wave at any point? You'll have to do it all over again. A coordinated team is practically mandatory, as a teamwipe can really eat into all that precious time. The second wave however is a much needed BreatherLevel as it only consists of a Tank with stickybomb cannons, along with a randomly chosen boss robot, Engineers, and Spies as support.

to:

** Dynamic Disaster throws a unique curveball for players epecting expecting a "normal" round of Mann vs. Machine. The mission consists of 2 waves. The first wave is a Caliginous Caper-style "endurance" wave with tons of custom robots and ''three'' bosses. Sounds tricky enough? The wave doesn't bring a bomb into play, but instead your team has to kill every single robot within a 28 minute time limit. Running out of time before the last two bosses spawn will result in a loss, and just like Caliginous Caper, ''there are no checkpoints''. You fail the wave at any point? You'll have to do it all over again. A coordinated team is practically mandatory, as a teamwipe can really eat into all that precious time. The second wave however is a much needed BreatherLevel as it only consists of a Tank with stickybomb cannons, along with a randomly chosen boss robot, Engineers, and Spies as support.
Is there an issue? Send a MessageReason:
None


** Dynamic Disaster throws a unique curveball for MvM players. The mission consists of 2 waves. The first wave is a Caliginous Caper-style "endurance" wave with tons of custom robots and ''three'' bosses. Sounds tricky enough? The wave doesn't bring a bomb into play, but instead your team has to kill every single robot within a 28 minute time limit. Running out of time before the last two bosses spawn will result in a loss, and just like Caliginous Caper, ''there are no checkpoints''. You fail the wave at any point? You'll have to do it all over again. A coordinated team is practically mandatory, as a teamwipe can really eat into all that precious time. The second wave however is a much needed BreatherLevel as it only consists of a Tank with stickybomb cannons, along with a randomly chosen boss robot, Engineers, and Spies as support.

to:

** Dynamic Disaster throws a unique curveball for MvM players.players epecting a "normal" round of Mann vs. Machine. The mission consists of 2 waves. The first wave is a Caliginous Caper-style "endurance" wave with tons of custom robots and ''three'' bosses. Sounds tricky enough? The wave doesn't bring a bomb into play, but instead your team has to kill every single robot within a 28 minute time limit. Running out of time before the last two bosses spawn will result in a loss, and just like Caliginous Caper, ''there are no checkpoints''. You fail the wave at any point? You'll have to do it all over again. A coordinated team is practically mandatory, as a teamwipe can really eat into all that precious time. The second wave however is a much needed BreatherLevel as it only consists of a Tank with stickybomb cannons, along with a randomly chosen boss robot, Engineers, and Spies as support.

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