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Mission Name: Assault and Battery
Map: mvm_rottenburg
Difficulty: Advanced
Current Version: 9.1

Credits
Mission by: Crosse?!
Map by: Valve

REQUESTED BANS: No Phlog, no crit/uber cans, no simultaneous Heavy/Medic, no Spy and no Mo on Sniper

Mission assets (they were too big for the forum):
https://puu.sh/IPmXg.zip
No strike (first run)

Judges Attended: Wildjaydog, PDA Expert, Mo, eyes

Scout: eyes
Soldier: Wildjaydog
Pyro: PDA Expert
Engineer: Averagegamer
Spy: Mo

Demo Link: https://us-testing.moonlight.tf:27107/de...27.dem.zip

Wave 1: remove crits from giant pyros
Wave 2: change df on the dragon fury to normal
Wave 3: remove crits from pyros
Wave 5: change tank hp to 40k-45k and change waitforalldead from the fat scouts to the bowmen
Wave 6: add a tank and make the first 2 subwaves strong
(02-13-2022, 02:05 AM)WildJaydogG03 Wrote: [ -> ]No strike (first run)

Judges Attended: Wildjaydog, PDA Expert, Mo, eyes

Scout: eyes
Soldier: Wildjaydog
Pyro: PDA Expert
Engineer: Averagegamer
Spy: Mo

Demo Link: https://us-testing.moonlight.tf:27107/de...27.dem.zip

Wave 1: remove crits from giant pyros
Wave 2: change df on the dragon fury to normal
Wave 3: remove crits from pyros
Wave 5: change tank hp to 40k-45k and change waitforalldead from the fat scouts to the bowmen
Wave 6: add a tank and make the first 2 subwaves strong

V2.0 Changelog:
W1
-Removed Crits on Giant Pyros
W2
-Nerfed Common Dragon's Fury Pyros to Normal skill (Previously Hard)
W3
-Removed Crits on Pyros in Pyro/Huntsman subwave
W5
-Reduced Tank HP from 50k to 40k, changed WaitForAllDead from Fat Scouts to Crit Bowmen, changed Failsafe support from Shortstop Scouts to Hard Skill Soldiers
W6
-Added support to all subwaves rather than just Boss subwave
-Nerfed Normal Ubers on Colonel subwave to Quick Ubers to compensate for the added Support
-Changed Common Crit Deflectors to stream spawn instead of burst spawn to compensate for the added Support, increased totalcount from 20 to 30 to offset the time difference
-Reduced supports' spawncount to fix MaxActive jank
-Added 3 tanks that spawn with each new subwave (15k, 15k, 20k respectively)

Updated assets:
https://puu.sh/IJvxS.zip
Overall, while I do think the mission is in a good road and it is a step up from its previous versions, some of the waves' change suggestions listed below are a bit spammy and have potency of being severe, so it will need to be changed still.

Judges Present - Myself, WildJaydogG013, A+drew

Class compositions during the test

- Pyro, Heavy, Engineer, Scout, Soldier

No strike


W1

- Change the spawncount of the bison soldiers from 5 to 3 (keep the maxactive to 5 or lower it, this part is entirely optional.)


W2

- There is a specific notable thing for the top spawn for the cluster demos squadded with the buff soldiers. While this is entirely optional, you are more than welcomed to offset this issue by putting them in the left spawn instead of the top right spawn.


W3

- Make the support soldiers spawn once all the Direct Hit soldiers are dead


W4
- Change the direct hit burst fire to a regular burst fire. a small adjustment for this is to at least give minimum a flat 30-50% damage bonus. Optional.


W6
- The potency of the demos being together with the dragon furies tend to be very spammy. reduce them from being 4 to 3 (maxactive from 8 to 6)
(02-16-2022, 07:15 AM)✪ totally not Shalltear Wrote: [ -> ]Overall, while I do think the mission is in a good road and it is a step up from its previous versions, some of the waves' change suggestions listed below are a bit spammy and have potency of being severe, so it will need to be changed still.

Judges Present - Myself, WildJaydogG013, A+drew

Class compositions during the test

- Pyro, Heavy, Engineer, Scout, Soldier

No strike


W1

- Change the spawncount of the bison soldiers from 5 to 3 (keep the maxactive to 5 or lower it, this part is entirely optional.)


W2

- There is a specific notable thing for the top spawn for the cluster demos squadded with the buff soldiers. While this is entirely optional, you are more than welcomed to offset this issue by putting them in the left spawn instead of the top right spawn.


W3

- Make the support soldiers spawn once all the Direct Hit soldiers are dead


W4
- Change the direct hit burst fire to a regular burst fire. a small adjustment for this is to at least give minimum a flat 30-50% damage bonus. Optional.


W6
- The potency of the demos being together with the dragon furies tend to be very spammy. reduce them from being 4 to 3 (maxactive from 8 to 6)

V3.0 Changelog
W1
- Reduced Bison Supports' SpawnCount from 5 to 3, MaxActive is still 5.

W2
- Changed Clusterbomb GDemo subwave to spawnbot_low to mitigate issues with Steep's absolutely garbage navmesh.

W3
- Changed Soldier Support to have WaitForAllDead for the DH Soldiers, reducing the first subwave's spamminess somewhat.

W4
- Changed DH Burst to Regular Burst, increased damage bonus from 30% to 50%, added 1 Normal Uber Med for each GSoldier in the subwave to beef the subwave up a little more

W6
- Further reduced Pyro/Demo Supports' SpawnCount from 8 to 6 to reduce spamminess even more, and MaxActive from 12 to 10 to not have two squads simultaneously spawn

UPDATED ASSETS:
https://puu.sh/IJvxS.zip
Assault And Battery
Tested with: Heavy(Poet), Demo(CreatorForce), Scout(Package O' Lies), Soldier(totally not Shalltear), Engineer(Skin King)
Judges: Poet, CreatorForce, Package O' Lies, totally not Shallertear

Wave 1
Tone down the support spam, becomes a real hinderancetowards the end of the wave
Wave 2
Way too easy, Consider changing the Giant Dragon Fury pyros to something else that isn't giant Heavies.
Wave 3
Change pyros so they don't have alwaysfire on, change the support soldiers at the end to scattergun scouts.
Wave 4
Remove crits on the blackbox soldier commons, replace the big heal medics on the black box soldier commons with kritzkrieg medics.
Wave 5
Its a wave, its fine.
Wave 6
Increase the damage of the final boss, try 2x damage for the final boss, otherwise the final boss is quite a pushover.

Demo: https://us-testing.moonlight.tf:27107/de...32.dem.zip

No Strike.
(02-18-2022, 04:19 AM)Poet Wrote: [ -> ]Assault And Battery
Tested with: Heavy(Poet), Demo(CreatorForce), Scout(Package O' Lies), Soldier(totally not Shalltear), Engineer(Skin King)
Judges: Poet, CreatorForce, Package O' Lies, totally not Shallertear

Wave 1
Tone down the support spam, becomes a real hinderancetowards the end of the wave
Wave 2
Way too easy, Consider changing the Giant Dragon Fury pyros to something else that isn't giant Heavies.
Wave 3
Change pyros so they don't have alwaysfire on, change the support soldiers at the end to scattergun scouts.
Wave 4
Remove crits on the blackbox soldier commons, replace the big heal medics on the black box soldier commons with kritzkrieg medics.
Wave 5
Its a wave, its fine.
Wave 6
Increase the damage of the final boss, try 2x damage for the final boss, otherwise the final boss is quite a pushover.

Demo: https://us-testing.moonlight.tf:27107/de...32.dem.zip

No Strike.

V4.1 Changelog

GENERAL:
Ported mission BACK to Rottenburg since Steep was causing too many balancing issues
Tweaked bot spawns across the board to fit Rottenburg better and (hopefully) improve gameflow, but I might have to adjust spawn times to reduce potential unforeseen dragginess, MaxActive moments, or spamminess. Will likely need further testing to adequately tune.

W1
-Changed Support Scattergun Scouts to Bat Scouts, temporarily disabled Shortstop Scouts in the last subwave, might re-enable them if the prior nerf gets the Support feeling less oppressive

W2
-Changed Giant Dragon's Fury Pyros to Giant Shotgun Heavies, which fill a similar role except they move somewhat faster, have more bulk and can reach further (even though their damage just falls off at about the same range as the DF dissipates)

W3
-Removed AlwaysFireWeapon from Pyros, added guaranteed ignition onto Rapid Fire Bowmen
-Changed Soldier support to Demoknights as it felt bland to be fighting GRapids AND normal Soldiers, but doubled the MaxActive to 10 to offset the reduced power and increase their swarming potential. Might revert MaxActive change if they feel too spammy.

W4
-Removed BBox Soldiers' crits and replaced their Big-Heal Medics with Kritzkrieg Medics, making the subwave slightly easier but still retaining the same core intention.
-Reverted Giant Burstfire Soldier during the last subwave to its previous design (Giant Burst DH) as its innate damage bonus caught players off guard too much, however, increased projectile speed compared to the original Burst DH to about normal Rocket Launcher speed to act as a middle ground of both previous designs. Essentially, it's the same as the previous Burstfire, except it uses a Direct Hit both to reduce the explosion radius and to visually convey the damage bonus. (Yes, the projectile speed is still slower than a normal DH. Suck it up, Andrew.)

W5
-Unchanged, balance-wise.

W6
-Boss' Flare damage increased to 3x, resulting in Flares dealing roughly 90 base and 270 crit (No Res), then 22.5 base and 40.5 crit (Max Res), though my math may be off. Basically, don't be a dummy, Res up and protect your fat tummy.
-FINALLY reduced Boss' Rage Generation rate by -90% (should've done this like, a longass time ago), making it more difficult to farm Banners, KR, Phlog, etc. off of him.
-Increased all Tanks' HP by 5k each, (15k > 20k, 15k > 20k, 20k > 25k) as they felt too squishy before, but might revert the change if they feel too.. *tanky*.

Updated assets:
https://puu.sh/IK8Gv.zip
Judges Present : PDA Expert, DaMeister, randomguy

The mission is now on its 1st STRIKE.
Note from admin. This strike has been revoked for having tested on the wrong version.

Demo link : https://us-testing.moonlight.tf:27107/de...23.dem.zip

Wave 1 :

thoughts on support bots because i can't put it in detail

randomguy :  i'd say 'add some mainwave and move inf support to the end'

The Giant Sollies at the start shouldn't come out of flank spawn, as this isn't coaltown, meaning that the flank spawn actually matters!

Wave 2 :

Make the winger scouts and giant demoknights not use the flank spawn, see wave 1 feedback for explanation.

The winger scouts make pyro's life (without medic) hell (especially when they get minicritted at the end), you should consider replacing them with something much more tolerable for that class.

Wave 3 :

Giant Deflector Uber Medic Squads should not come out of the flank spawn, see wave 1 feedback.

Support is very spammy, turn it down.

Wave 5 :

Remove crits from the Giant Rapid Fire Soldiers(Or their quick ubers), a team without phlog pyro will get their ass kicked.

Wave 6 :

Support needs to be heavily toned down, as its painful in its current state. I suggest using pyros and regular demomen.

Remove crits from the small deflector heavies, no one likes to be a mario painting from super mario 64. Or you could swap it to the g deflectors instead.

Boss shouldn't insta-kill buildings, it just makes engineer's live terrible and not fun.

Boss shouldn't deal 150 dmg with its ring with FULL FIRE RES.

Boss' pulling mechanic is very annoying and not fun to fight.
(02-19-2022, 10:14 PM)PDA Expert Wrote: [ -> ]Judges Present : PDA Expert, DaMeister, randomguy

The mission is now on its 1st STRIKE.

Demo link : https://us-testing.moonlight.tf:27107/de...23.dem.zip

Wave 1 :

thoughts on support bots because i can't put it in detail

randomguy :  i'd say 'add some mainwave and move inf support to the end'

The Giant Sollies at the start shouldn't come out of flank spawn, as this isn't coaltown, meaning that the flank spawn actually matters!

Wave 2 :

Make the winger scouts and giant demoknights not use the flank spawn, see wave 1 feedback for explanation.

The winger scouts make pyro's life (without medic) hell (especially when they get minicritted at the end), you should consider replacing them with something much more tolerable for that class.

Wave 3 :

Giant Deflector Uber Medic Squads should not come out of the flank spawn, see wave 1 feedback.

Support is very spammy, turn it down.

Wave 5 :

Remove crits from the Giant Rapid Fire Soldiers(Or their quick ubers), a team without phlog pyro will get their ass kicked.

Wave 6 :

Support needs to be heavily toned down, as its painful in its current state. I suggest using pyros and regular demomen.

Remove crits from the small deflector heavies, no one likes to be a mario painting from super mario 64. Or you could swap it to the g deflectors instead.

Boss shouldn't insta-kill buildings, it just makes engineer's live terrible and not fun.

Boss shouldn't deal 150 dmg with its ring with FULL FIRE RES.

Boss' pulling mechanic is very annoying and not fun to fight.

A chunky one, this is.

5.0 CHANGELOG

GENERAL
FIXED: Remembered to actually upload the correct popfile to the SERVERS rather than just the forum where I actually already fixed some of the things mentioned in the suggestions from the previous test this time 'cause I'm a fuckin idiot (I'll still note them for completion's sake)

W1
FIXED: Giant Soldiers spawning flank (I did fix this already, but forgot to upload the right popfile on the servers.)
ADDED: 20 Demoknights into mainspawn with the first subwave to offset lack of Support
NERFED: Made Support only spawn during the last subwave
FIXED: Last subwave from using WaitForAllDead on the previous subwave's GPyros to the previous subwave's Heater Heavies instead, preventing potential pacing issues from a Heavy or something godspotting on the rock next to mainspawn and focusing the GPyros but ignoring the Heater Heavies (Thanks Bazooks, you jerk)

W2
NERFED: Winger Scouts’ Skill from Normal to Easy
ADDED: Huntsman Snipers with no damage increase into the last subwave’s mainspawn
CHANGE: GKnights to use Primary Spawn instead of Flank

W3
FIXED: Giant Heavy/Umeds spawning flank (Again, fixed this already, but forgot to upload the right popfile onto the servers.)
NERFED: Disabled airblast on Pyros in Pyro/Huntsman subwave
NERFED: Demoknight Supports' MaxActive from 10 to 7, spawncount is still 5.

W4
BUFFED: Removed AlwaysFireWeapon from Giant Gas Jockey Pyros, allowing them to use airblast, and preventing confusion in later waves where they're used more extensively.

W5
NERFED: Quick Uber Medics into Big-Heals

W6
CHANGE: Boss' projectile from Flares to Pomson lasers that can ignite
BUFFED: Boss' projectile's base damage further to 5x since 3x wasn't really posing much threat in testing.
NERFED: Boss' damage vs. buildings from 10x to 5x since I didn't realize it stacked with the base damage increase. And due to the Pomson Laser's innate damage penalty vs. buildings, the math works out to 300 per shot to Unwrangled, 102 to Wrangled, previously 900 to Unwrangled, 306 Wrangled. (I'm really sorry, Engineer mains, I honestly didn't know.)
NERFED: Due to changed particle, removed pulling mechanic since boss can no longer deal crits to burning players and I don't need to worry about people heading for the skybox anymore.
NERFED: Fire Ring's damage reduced from 500 to 350, equating to 88 damage per fire wave with max fire res rather than 125. Still threatening to overly confident players, and still highly discourages bodyblocking, but it should no longer instakill Spies or Scouts who want to get some backstabs or their Milk Fans in.
NERFED: Burst Fire Demo Support into standard Demomen

~~~~~

5.1 CHANGELOG

W1
FIXED: Demoknights spawning early enough to spawn bomb on Flankers

W3
NERFED: Pyro/Huntsman subwave's TotalCount from 36 to 27 (12 groups to 9) to fix straggling.

W4
NERFED: Reduced BBox subwaves' SpawnCount to 4 and MaxActive to 8 to fix straggling, TotalCount is still 20.

W6
BUFFED: Changed boss' Pomson Lasers to an orange color because it's way cooler. It's a buff because the orange lasers give him +1000% radness.

~~~~~

5.2 CHANGELOG

GENERAL
ADDED: Version number to the top of the popfile so judges can check the file ahead of time to make sure it's the most recent version before judging.

W1
FIXED: Wave giving less money than intended (From 850 total, back to 1100 as intended)

W5
FIXED: Made commons Support Limited to hard fix straggling issues.

~~~~~

5.3 CHANGELOG

W2
NERFED: Replaced Buff Banner Soldiers with "Mini-Kritz Medics", which are essentially Perma-Kritz Medics healing the GClusters, who now have the attribute "Crits become Minicrits". A new icon has been created to indicate their weakened 'mini-kritz' ability. This change is to counteract all the support previously gaining minicrit boosts from the Buff Soldiers and basically steamrolling players.

W5
NERFED: Crit Bowmen's MaxActive from 5 to 3

W6
CHANGED: Made Standard Deflectors come out in mini bursts rather than streamspawns 'cause hitscan hell isn't funny
ADDED: Third GDeflector to offset the slower spawns of the smol deflectors
NERFED: Increased WaitBetweenSpawns on the Support Pyros and Demomen

~~~~~

5.4 CHANGELOG

GENERAL
FIXED: Reorganized Tanks' positions on the Wavebars to more accurately depict when they spawn in during their waves

W1
CHANGE: Made half of the Demoknights spawn left at first, changing to right later in the wave

W2
NERFED: Winger Scouts to only spawn after the Loch Shotgun Demos are dead
CHANGE: Made Huntsmans Support Limited

W3
CHANGE: Reversed GSoldier to the second subwave and GDeflector to the last subwave, other bots are unchanged.
ADDED: Normal AI Normal Demoman Support for last subwave


UPDATED ASSETS: https://puu.sh/IKU9m.zip
Judges present: Mo, A+Drew, Package O' Lies

Demo: https://us-testing.moonlight.tf:27107/de...89.dem.zip

No strike (but it was close)

Overall: Waves are too short to be of consequence, on a map as long as rottenburg, you will likely never lose unless you're being pushed throughout the entire wave.
The amount of flank spam is rediculous.
There are likely (definitely) more issues that have not been documented, but this is all we (I) have found

W1: Flank bots are stronger than what is coming out of the main spawn. Make finale waitforallspawned

W2: Mini-crit medics accomplish nothing, and will only confuse people because the minicrit buff is not visible, amek them regular kritz meds.

W3: same issue with the flanks.

W4: Wave is too short to be challenging. kritz does not belong on black box soldiers, reason, black boxes are a defensive bot with a damage penalty, keitz meds accomplish nothing, especially with what black box soldiers were designed for.

W5: too short, but strong, feels like an expert wave with the second half cut off.

W6: I'm just going to put it bluntly; this wave is bad.
The first subwave is slow and boring due to the single active giant squad.
The second subwave waits for the first one to all die, making the first subwave practically useless. On top of the fact that it is more flank spam and a bland subwave (giants and commons are both deflector heavies)
The boss: 99% of the time, bosses don't work as a finale (they work if they're gatebots however, but rottenburg isn't a gate map), they are either, not fun, or get trolled by everything, this one is the latter.
I would recommend reworking the subwave, but if you're really insistent on keeping it, make it a hitscan boss, as its ranged power is incredibly lacking.
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