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Full Version: [MISSION] Barren - Desolate Wasteland
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Mission name - Desolate Wasteland
Map: Barren
Difficulty: Expert

Credits:
the fat - making the mission
randomguy - creating the map
Dayal - creating the map


https://www.dropbox.com/s/67mim1ljku6kng...J.zip?dl=0
Demo link : https://us-testing.moonlight.tf:27107/de...84.dem.zip

Judges Present :
Yoovy
Package O' Lies
PDA Expert
Nuq
the fat

Class Comp :
Yoovy - Pyro
Package - Scout
PDA Expert - Soldier
Nuq - Heavy

Wave 2 :
Bat scouts should use scout_bat_nys as their icon instead.

Wave 4 :
The giant rapid fire demomen should have demo_spammer as their icon.

Wave 5 :
The last part of this wave felt a bit slow, slightly increase the spawnrates of the giants and see how it goes.

Wave 6 :
Give the final tank the final tank skin.
Remove engineers, they prove to be too much for the wave that's being tossed around.
https://www.dropbox.com/s/go7jp0zl4h5r8u...d.pop?dl=0
//Judging Run Changes v1
//
//Wave 4
//Giant Rapid Fire Demos now have their proper icon (the icons will be included with the mission zipfile when it's passed)

//Wave 5
//Reduced WaitBetweenSpawns for the final subwave giant pairs to 11 (from 15)

//Wave 6
//Removed (herobrine) Engineers
//Final tank has Skin 1 now
Demo: https://us-testing.moonlight.tf:27107/de...07.dem.zip

Judges Present: Package O' Lies, DaMeister, Yoovy

No strike

Classes
Nilin: Pyro
Package: Engi
Mo: Soldier
Yoovy: Scout
Meister: Heavy

W1: 1st sub is quite weak since it's just lone knights and bowmen once the giant dies, consider adding 1 more giant

W2:Support soldiers are redundant and only serve to make it harder to find the last mainwave soldiers if they're still alive, they should be removed.

W3: change gbrass damage bonus to 1.7 and remove kritz meds, as is it's a pretty large difficulty spike.

W4: The total maxactives of every bot here adds up to well over 30. Have the support soldiers wait for some wavespawn to finish (preferably waitforalldead) rather than just waiting 90 seconds so the main wave doesn't drag on due to bot count, should probably reduce some counts elsewhere as well.

W5: Remove samurais, they're painful, don't replace them with anything either. Give gpyros the pyro_reflect_daan icon due to standardization.

W6: 1st sub is way stronger than the rest of the wave. Here are a few suggestions, reduce amount of common soldiers in first sub, replace gpop med with a regen, or remove the grapid's crits and replace the gmeds with gkritz meds.
"Finale feels weird to play since it's just a bunch of giant/tank spam" - Yoovy
Judging Run Changes (v2)

Wave 1:
-Added one Giant Boxing Heavy

Wave 2:
-Removed support soldiers

Wave 3:
-Reduced the Giant Brass Beast Heavy's damage bonus to 1.7
-Removed Kritz Medics

Wave 4:
-Adjusted spawn rates of Support Soldiers and made them and the heavies wait for all pyros to die

Wave 5:
-Removed Samurais

Wave 6:
-Replaced Giant Medics with Giant Kritz Medics
Demo: https://eu-testing.moonlight.tf:27107/de...97.dem.zip

Judges Present: Yoovy, Nuq, DaMno, FraHtcy3, DaMeister

No Strike

Classes:
Scout (Yoovy)
Demoman (MIKObscura)
Heavy (DaMno)
Engineer (Nuq)
Pyro (FraHtcy3) [Note: FraHtcy3 had to go Idle on Wave 5, so DaMeister replaced them as Pyro]

Soldier (DaMeister went Soldier when we had to 6 Mann, Wave 6, when FraHtcy3 came back and retook Pyro)

Overall:
-Halve the Respawn Time, takes forever especially on later waves.

Wave 1:
-Felt Fine

Wave 2:
-Increase spawncount of the Soldiers to 2, and Maxactive to 6, or put the Soldiers into Support with the Bat Scouts

Wave 3:
-Remove the Randomchoicing of Scouts, Demomen, and Heavies, they're very unbalanced between the choices. Make them have fixed spawning instead.

Wave 4:
-Make the first Tank spawn 10-20 seconds later
-Cut the last 20 Heavies

Wave 5:
-Give the Airblast Pyros Icon "pyro_reflect_daan", and Traffic Cone / Name to boot.

Wave 6:
[Note: We had to 6 Mann this wave to beat it.]

-Fix the Giant Kritzkrieg Medic not having a Heal Rate (Giant Soldier is easily killed before GKritz)
-Halve the Amount of Super Scouts that appear and double their inbetween time, they're way too demanding of attention when the wave already has the sheer volume of strong robots
-Halve the Giant Burst Fire Demomen
-Move the Support Heavies to spawn after Subwave 2, them spawning during the Conch section is brutal
-Give the Airblast Pyros Icon "pyro_reflect_daan", and Traffic Cone / Name to boot.
Judging Run Changes (v3)

/Mission:
-Reduced the RespawnWaveTime by 3

Wave 2:
-Increased the SC and MA of Soldiers to 2 and 6 respectively and moved them to Support Limited

Wave 3:
Removed RandomChoice

Wave 4:
First Tank spawns 10 seconds later
Removed 20 Heavies

Wave 6:
Fixed the Giant Medics
Removed half of the Super Scouts and Giant Burst Demos
Heavies now spawn after Conch Giants finish spawning
Changed pacing of the wave around the removal of giants
Demo: https://us-testing.moonlight.tf:27105/de...22.dem.zip

No Strike

Judges present and Class composition:
-Package O' Lies (spy)
-DaMno (pyro, with DF)
-FraHtcy (scout)
-eyes (engineer)
-Skin King (soldier, with Beggar's)
(all of us were judges)

Overall: The mission is pretty repetitive. Every wave blended together and felt the same, except for waves 2 and 4. The mission usually has the same wave structure, and the commons are also just usually the same. For example, every wave has simple soldier commons, with the only differences being w1's soldiers have the buff banner, and w3's soldiers have the concheror.

Wave 1: This wave has a lot of WaitForAllDead usage, and the 2nd subwave lacks substance, with the only support for the giant rapid fire soldiers being bison soldiers, that also only have MaxActive 6.
Wave 2: The 2nd giant heavy has WaitForAllSpawned on the 1st giant heavy and scouts, meaning it can take a long time to spawn if the team was/gets pushed back to hatch.
Wave 3: The structure of this wave is very similar to wave 1, resulting in repetitiveness.
Wave 4: The pyros in this wave can drag on a bit. You can remove 1 or 2 sets of them.
Wave 5: Same issue as wave 3. And the giant pyros' icons doesn't indicate they can airblast.
Wave 6: The 2 last subwaves have a lack of uniqueness, being stream spawns of giants and commons. In subwaves like this, the commons should be much more fundamentally different or else it will become pretty repetitive, an example being Mannslaughter wave 4, with 2 different subwaves of stream spawning giant demomen, but that still play and feel differently. The last subwave is pretty boring and lackluster on the robot side. Either remove one tank and add some more robots to it, or lower the tank HP and add some more robots to it.