Mission : Pollution Dilution
Map : Oxidize (version RR18)
Difficulty: Intermediate
Credits
- Myself, for making the mission
- asd417, for the map
- Icons made by their respective creators/owners
- Every tester that participated as a 3 man for the tests done
Mission assets/files/etc. can be found in the zip file attachment below.
Pollution V1.5
General
- Changed some mainwave bots to support category (W2 Slowfire Scouts, W5 Persians)
W1
- Separated punchies for the first thing to be a big burst spawn, and then a mini-burst spawn once all the first initial ones are dead
W2
- Changed Demo's grenade launcher to iron bomber (rollers won't be as aids now)
W3
- Readjusted the particle effect on the Scout boss
W6
- Replaced Barrage Soldiers with weaker variants of a GLaser Wall
W7
- Something something funky gimmick added, you'll figure it out
Most recent version will be up on the servers, but in case -- attachment to the most recent popfile is down below.
Also, I request for a proper run this time that doesn't involve bots straggling due to a questionable team composition change.
Judges present: Averagegamer, Damno, Skin king
No Strike
Class comp
Scout (Skin king)
Engineer(Averagegamer)
Pyro (Damno)
Demo
https://us-testing.moonlight.tf:27107/de...72.dem.zip
Official "first" run
Overall pretty ok mission to play
w1
*feels fine
w2
*feels fine
w3
*feels fine but test without engie to gauge boss push force
w4
*feels fine
w5
*feels fine
w6
*add wfad on other giants for the g bison and 4 g demo squad since they can stack with the gbursts and g shotgun conch
w7
*feels fine
No strike
Judges Present: Averagegamer (soldier), Skin King (Scout), Package O' Lies (Spy)
Demo:https://us-testing.moonlight.tf:27107/demos/mvm_oxidize_rr18_int_pollution_dilution_1675480941.dem.zip
Overall: I see this mission passing pretty soon, since there is only one somewhat major complaint everyone had with it.
W4: increase maxactive on heaters to 6
W7: The support bots should all be mainwave since they're all support limited, all it does at the moment is cause confusion.
Boss needs a little more support with it, maybe some infinite support bat scouts and some spies should do the trick.
W4
- Increased MaxActive on heater heavies to 6 (almost tripled waitbetween time to compensate; aka 2 > 5 seconds)
- Finally decided to rename the axtinguisher pyros
W7
- Commons and the 2 giants are moved over to the main wave
- Added support bat scouts, 4 spawning (and equal to maxactive)
- Added Mission Support Spies (DesiredCount 3, with an aggressive CooldownTime to compensate their low count)
W2
- Added over a different icon to indicate punchies having duo banners
W6
- Slightly adjusted the Laser Wall Soldiers (again)
W7
- Shuffled the Giant Heavy and Giant Bowman icon
Popfile is in attachments below
General
- Adjusted some miscellaneous things in the templates (nitpicks and some minor changes here and there)
Popfile available in attachments below once again
Judges Present + Class Comp: Package O' Lies (Pyro), PDA Expert (Scout), DaMeister (Engi)
No strike
Demo:
https://us-testing.moonlight.tf:27107/de...28.dem.zip
Wave 3: Change gpyro icon to pyro_bigfire
Wave 4: DaMeister's suggestion: give the engi boss a move speed nerf when it has its melee out, it's not the most fun thing ever to fight a super tanky and super fast bot running straight at you, especially when there will me a major bomb threat coming soon. this will probably still be fine even if the intention is to kill people who get too close (maybe a damage bonus could work there?)
Give the pyro with the gmed pocket a small move speed penalty (about 0.8)
Wave 8: Increase cooldowntime on spies to about 20-25 seconds instead of 5, (optional) reduce spawncount by 1.
W3
- Changed Icon to pyro_bigfire
W4
- Slightly reduced movespeed on Chief Combat Engineer
- Gave the Pyro Pocket a movespeed reduction of 0.75 (was 0.85)
W8
- CooldownTime is now set at 30 seconds, DesiredCount is still the same (3)