[MISSION] Havana - Fishermans Fury - Printable Version +- Moonlight MvM Community (https://forums.moonlight.tf) +-- Forum: Content Creation (https://forums.moonlight.tf/forumdisplay.php?fid=1) +--- Forum: Retired Content (https://forums.moonlight.tf/forumdisplay.php?fid=6) +--- Thread: [MISSION] Havana - Fishermans Fury (/showthread.php?tid=13) Pages:
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[MISSION] Havana - Fishermans Fury - Andrew Xtreme - 02-07-2022 Mission Name: Fishermans Fury Map: Havana Difficulty: Advanced Current Version: v1 Credits: A+drew: for making wave 1 Package O' Lies: for making wave 2 Skin King: for making wave 3 Bobby BodyOdor: map creator RE: [MISSION] Havana - Fishermans Fury - Andrew Xtreme - 02-07-2022 V2 Change Logs W1 added uber medics on giant kgb heavies made the heavies spawn a bit later replaced shotgun heavies with easy skill heavies replaced giant soldiers with charged soldiers W2 Replaced alwaysfire pyros with normal ai pyros (airblast disabled) Added an extra gburst in the minigiant huntsman section. Gbursts in kritz subwave spawn faster Replaced some pyros with detonator pyros Removed 7 conch soldiers Last gheavy spawns earlier Spies and snipers have their cooldown reduced to 40 seconds W3 there be a fish scout bomb runner now added 1 more super scout replaced kgb heavy support with soldier support RE: [MISSION] Havana - Fishermans Fury - Hellblade - 02-10-2022 NO STRIKE Package - Scout Average - Engie Hellblade - Pyro Creator - Soldier Crosse - Demo Mission: Fisherman Fury By: Andrew (W1), Package (W2), Skin King (W3). Demo: https://us-testing.moonlight.tf:27107/demos/mvm_havana_b4a_adv_fishermans_fury_1644468192.dem.zip Notes: Failed Wave 1 once. (Pushed) Failed Wave 2 twice. (To scouts) Wave 1: First subwave: soldier commons were rather deadly for pyros. You can try making them easy skill? Second subwave: Is fine Third subwave: Make the deflector giants regular giants. Optional: Reduce support common after like a few spawns since they don't really do much. Optional: Maybe nerf the heavies damage atm because they like to spread out and gun at far ranges. Wave 2: Subwave 1 Optional: Optinal: Maybe reduce the firerate but increase damage of the heavy cos of the knockback being really annoying for many classes. Subwave 2: Experiment with reducing the health of the rapidfire bowsman if u want to keep medic since the entire subwave has really heavy health. 4.2k health colonel barrage, 1.2k Rapidfire Bowman with quick uber meds. and Detontor pyros as commons. The med picking was also quite brutal at this level since we had to focus on deadly giants and bulky sub-giants. Subwave 3 optional: Remove the support of the scouts so that the team can focus more on the heavy med combo. Map Issue: Snipers were sitting at the front and not doing much Wave 3: "I don't like Captain Poot" -Creator This wave overall is good but I feel like issues can only be sniffed out in actual judging. Conclusion: Relatively descent mission however there are some things that I would want the mission makers to take note: -Give more advantages to classes such as pyro. -Support commons at the end of the waves didn't really accomplish much other than accompanying the already strong giants with the exception of Captain Poot. But also consider that our team wasn't exactly the best but I believe that this mission is very close to being passable so keep up the good work! RE: [MISSION] Havana - Fishermans Fury - Andrew Xtreme - 02-12-2022 V3 Fishermans Fury https://drive.google.com/file/d/1Ynm7faauoURMc63dqBMTlKNR4M-uxI8D/view?usp=sharing Change Logs W1 made giant rapid fire spawn 5 seconds later made giant deflectors giant heavies W2 Removed 1 gburst from gburst subwave Replaced rapid fire bowmen with heavies, subwave following gburst subwave starts later Giant sandman scouts now wait for all detonator pyros to die rather than spawn Reduced number of support scouts Final gheavy squad spawns earlier replace giant medic with giant regen medic W3 removed boss added a second tank and both of them have 30k hp 2nd one spawn 20 seconds after the first made crit demos support limited RE: [MISSION] Havana - Fishermans Fury - Mo - 02-13-2022 In case needed, as this is a pass. Judges present: Myself, WildJaydogG03, eyes Demo : https://us-testing.moonlight.tf:27107/demos/mvm_havana_b4a_adv_fishermans_fury_1644713076.dem.zip There are no glaring issues as to what we have seen. Overall, this mission had nothing to change as far as we're certain, and was fun to play on. As of today, this mission will be passed to the main judges. RE: [MISSION] Havana - Fishermans Fury - randomguy - 02-13-2022 no strike Demo Link: https://sgp-testing.moonlight.tf:27107/demos/mvm_havana_b4a_adv_fishermans_fury_1644726035.dem.zip Judges in attendance: randomguy, Poet, CreatorForce w1: was fine, maybe increase time between umed gheavies w2: was fine, increase time between gmed gheavies w3: finale was too much, i recommend chaning the support so it's weaker. RE: [MISSION] Havana - Fishermans Fury - Andrew Xtreme - 02-13-2022 V4 Fishermans Fury https://drive.google.com/file/d/1Ynm7faauoURMc63dqBMTlKNR4M-uxI8D/view?usp=sharing Change Logs W1 added an extra 5 seconds before the 2nd giant heavy spawn W2 added 8 more seconds for the 2nd giant deflector heavy and giant regen medic spawn made the conch soldiers and giant sandman scouts spread out a bit W3 Removed crits on support demomans RE: [MISSION] Havana - Fishermans Fury - M1 - 02-24-2022 STRIKE ONE Judges in attendance: M1, Erikku, Poet Demo link: https://us-testing.moonlight.tf:27107/demos/mvm_havana_b4a_adv_fishermans_fury_1645680958.dem.zip Overall -The map wasn't very fun, so this will influence the results marginally. -The mission is very overreliant on common bots: at times, it felt like my brain had shut off while playing the mission, and it just wasn't engaging whatsoever. I only had to think about what I was doing on occasion. -The waves didn't feel like they were endurance-length; perhaps an increase of about 50% in length would do. -Mission support should be absolutely mandatory for endurance waves (relevant to waves 1 and 3) Wave 1 -The heavy with uber medics is too well-supported, and the second heavy comes rather quickly. It should be either one or the other with the large amount of support bots or the doubling up of the giant heavies. Wave 2 -The ending with the giant scouts dragged on long past when the heavies were dead. Wave 3 -The final tanks were almost entirely unsupported and were way too beefy for what little they accomplish. Put some of that power into the bots. RE: [MISSION] Havana - Fishermans Fury - Andrew Xtreme - 03-06-2022 V5 Fishermans Fury yes yes yes its back https://drive.google.com/file/d/1Ynm7faauoURMc63dqBMTlKNR4M-uxI8D/view?usp=sharing Change Logs Map: bots flanking around fixed, bots getting stuck on a few crates/boxs fixed General: Added sniper support on wave 1 and spy support on wave 3 W1 replaced giant kgb heavies with giant shotgun heavies and removed uber medics First subwave removed soldiers, replaced flare pyros with detonator pyros, maxactive 8, spawncount 4 and totalcount 24 added another subwave between 1st and 2nd subwaves made the giant soldier/pyro subwave maxactive 6 instead of 4 made the 3rd subwave waitforalldead because spam Gave Giant Demoman BehaviorModifiers so no stacking moment increased the waitbetweentime on giant heavies to 23 seconds replaced demoman support with bat scouts W2 Fixed straggling Partially reworked 2nd to last subwave increased waitbeforestarting on gdelfectors Added 2 giant scouts to first subwave Giant sandmans in 2nd to final subwave spawn faster W3 new last sub wave comprising of crit colonels and giant BB replaced small heavies with 3 giant heavies made demoman non support limited RE: [MISSION] Havana - Fishermans Fury - M1 - 03-11-2022 NO STRIKE Judges in attendance: M1, Mo, Erikku, Poet Demo link: https://us-testing.moonlight.tf:27105/demos/mvm_havana_b4a_adv_fishermans_fury_1646962811.dem.zip Wave 2 -The two heavies spawned too closely together. Apparently, this is a popfile issue, so fix this before submitting the next version. -The wave is pretty short, and could use an extra subwave for padding. Wave 3 -The bots are relatively alone, and as a result disintegrate under the power of multiple players with high damage weapons. It'd be best to split the players with tanks or to use medics to support the bots. -Spies would be good for the wave. -The black boxes at the end are out of place and should be a stronger bot for the cash level. |