Mission Name: Vendetta
Map: MvM_Doppler_B12
Difficulty: Advanced
Credits:
Me: Making the mission
Bladex64: Making the map
(Template file is unfinished and subject to change if future submissions are made)
no strike (fossil)
demo link : https://us-testing.moonlight.tf:27107/de...50.dem.zip
jujes present :
pda expert (heavy)
averagegamer (scout
skin king (engineer)
poet (soldier)
w5 :
the spies were quite a pain in the ass to deal with due to their vast amount & rapid appearence, lower either the maxactive or spawn rate.
w7 :
the boss' "hands" at their current size can block various projectiles and bullets, scaling them down would be a good option
V2 changelog:
Increased starting cash by 200
W1: reduced payout by 150
W3: Decreased conch soldier spawncount by 1
Decreased demoman spawncount by 1 in the 2nd subwave.
Decreased demoknight spawncount by 1 on final subwave.
Decreased bomb support knight spawncount by 1.
W4: decreased crit soldier totalcount by 1
Increased waitbeforestarting on gmed pairs by 7 seconds
W5: Split the 1st subwave into 2 to prevent gheavies and gpyros stacking
Added new subwave (obviously)
Reduced grapid burst waitbeforestarting by 8 seconds in the final subwave (they had a huge delay I forgot to remove in testing)
Decreased spy spawncount by 1 and maxactive by 2, increased their waitbetweenspawns by 5 seconds (up to a total of 20)
Increased crit bowman maxactive by 1
W6: replaced colonels in 2nd subwave with bigrock bursts
Increased waitbetweenspawns for final subwave gmed pairs by 5 seconds.
W7: decreased hand scale to .65, increased main boss scale to 1.9
Pass with Changes
Demo Link : https://us-testing.moonlight.tf:27107/de...31.dem.zip
Judges Present :
Frah
eyes
PDA Expert
Team Comp. :
Scout (Frah)
Pyro (eyes)
Heavy (PDA Expert)
Engineer (Package O' Lies)
Note :
W4-6 G Med poppers may prove a bit too much, but due to
our comp its hard to say if that's due to us being unable to deal with them properly or them actually being too much. Keep an eye out for them in future tests too see if they are indeed, too much.
Wave 7 :
The Boss currently has a bit too much hp to chew through, lowering it would be the best course of action.
V3:
W2: Replaced crit bat scouts with scattergun scouts
W3: increased spawncount of conch soldiers and demos by 1, and totalcount by 3
W4-6: after testing, the gmeds will remain popping
W7: Cut boss regen in half (down to 75)
(remember this template file may be updated if future submissions are made)
V4:
Fixed shield medics having the wrong bot medic uber health threshold
V5:
Updated some icons
W6: slowed down spawn rate of commons in final sub.