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Full Version: [MISSION] Rottenburg - Windy Windup
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final version of the mission;

w3: Consolidated shotgun heavy + gauntlet heavy spawns into their own wavespawns that come from the left

w6: Pyros are now alwaysfire, tank HP has been increased
PASS WITH CHANGES
Judges in attendance: M1, Quantum, Mike, Frahtcy
Demo link: https://us-testing.moonlight.tf:27107/de...76.dem.zip

Wave 7:
-Remove the boss. The push from the gmed combos create a very satisfying ending. The boss just needlessly extends the wave.

Note: If you choose not to remove the boss, we will have to retest the mission.

This mission will be featured in the next event, congratulations!
I see what you mean with the boss dragging out the wave, at first I added it bc the wave was too short but now I think its safe to remove it. Rip Major Brain Damage, you will be missed o7

Uploading this as mvm_rottenburg_adv_windy_windup WITHOUT the _judge so make sure to use that one
W4: Engineers now have a waitbetweenspawnsafterdeath instead of being support limited

W6: Heater Heavy dmg bonus 1.3 => 1.5
W3: Minor Crits WaitBeforeStarting 8 => 4, WaitBetweenSpawns 22 => 16
Fixed some minor pacing issues. Also:

W3 - Changed steel gauntlets from 18 => 16. Re-added engineer support.
Another very minor tweak to pacing.
Big pacing changes for w2 and w3; Fixed some things that were waitforalldead where they shouldn't have been. Changed totalcount of w2 heavies to 16 from 12. Changed Engineers on w3 to spawn as regular commons from the flank. Changed Giga Burst Fire icon to soldier_burstfire_hyper.
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