[Mission] Coldtown - Test Fire - 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] Coldtown - Test Fire (/showthread.php?tid=35) |
[Mission] Coldtown - Test Fire - owo Inky - 02-15-2022 Mission name: Test Fire Map: Mansion Difficulty Intermediate Credits: owo Inky: Mission and map creator RE: [Mission] Mansion - Test Fire - Package O' Lies - 02-16-2022 Judges Present: Mo, Package O' Lies, Randomguy Demo: https://us-testing.moonlight.tf:27107/demos/mvm_mansion_b5b_int_test_fire_1644995293.dem.zip No strike (first one) Overall: The whole mission can be summarized in one sentance. A large amount of weak bots that will almost never kill you. This issue is prevalent in every wave, and makes the mission incredibly forgettable and boring. I forgot which wave had it, but sydneys don't belong in int. Multi bomb does not belong in int. A majority of this mission needs to be reworked. w3: this wave is mostly just a noobkiller, giant scouts and early gheavy will roll bad players. w4: blast soldiers are annoying, please don't use them w6: remove boss w7: HoK does not belong in int. Please remove engis. RE: [Mission] Mansion - Test Fire - owo Inky - 03-03-2022 Version 2 change log: General: Increased lethality of subwaves Mission uses one bomb Map is in b5c status W1: Replaced 24 Heavyweight Champs with 10 easy skill stock Heavies Replaced Super Heavyweight Champs with Giant Flare Pyros Decreased amount of Big-Heal Medics from 10 to 7 W2: Removed Engineers First subwave Soldiers spawn earlier Decreased MaxActive of Support Melee Scouts Added subwave that spawns 5 Soldier + easy skill Pyro squads when tank is defeated W3: Reduced Super Scout TotalCount from 3 to 1 Replace 14 Heavyweight Gauntlets with 6 Burst Fire Demo + Big-Heal Medic squads Replaced Giant Heavy with another Giant Soldier + 3 Big-Heal Medics squad Added Bowmen Support W4: First bots that spawn are a Giant Burst Fire Soldier + Quick Uber Medic squad Replaced Melee Scouts with Bowmen Replaced previously existing Bowmens with Shotgun Heavies Decreased RandomChoice TotalCount from 90 to 70 Increased TotalCount of Giant Pyros from 5 to 8 Added subwave of 2 Giant Burst Fire Soldier + Quick Uber Medic squads at the end W5: Replaced Giant Soldiers with Giant Charged Soldiers Replaced Blast Soldiers with Stock Soldiers Decreased Stock Heavy TotalCount from 20 to 15 Replaced Giant Rapid Fire Flare Pyro with Giant Stock Pyro W6: Replaced Sydney Snipers with Snipers Replaced Stock Scouts with Stock Soldiers Replaced Giant Direct Hit Soldiers with 2 Giant Heavy + 3 Airblast Pyros squads Decreased Burst Fire Demos TotalCount from 16 to 12 Replaced Boss with 2 Giant Buff Banner Soldiers W7: Removed Engineers Replaced Giant Rapid Fire Flare Pyros with Giant Burst Fire Soldiers Reduced Smissmas Gauntlet TotalCount from 30 to 20 Replaced Boss with a 30k health tank and 3 Giant Heavies mvm_mansion_b5c_int_test_fire.pop (Size: 23.96 KB / Downloads: 84) RE: [Mission] Mansion - Test Fire - Package O' Lies - 03-04-2022 Judges present: Randomguy, Yoovy, Me Demo: https://us-testing.moonlight.tf:27107/demos/mvm_mansion_b5c_int_test_fire_1646370695.dem.zip No Strike Overall: huge improvement from previous version. w1: fine w2: finale is a pretty large difficulty spike, make demos not rapid fire, and make meds regular quick fix. w3: burst demos + bigheal meds are too strong this early into an int, make demos normal and make bigheals qf (bigheals in final subwave are fine) w4: fine w5: remove the meds on the heavies, the gpyro felt kinda wierd as a finale to the wave w6: make the last batts soldiers squadded with the buffs, Yoovy: make pyros normal ai, since hard ai is fairly punishing for int. w7: make gburst not crit, reduce final tank hp to 25k RE: [Mission] Mansion - Test Fire - owo Inky - 03-15-2022 Version 3 change log: General: Map is in b5d status W1: Replaced Big-Heal Medics with Quick-Fix Medics W2: Replaced Giant Rapid Fire Demo + Big-Heal Medics squad with Giant Demo + Quick-Fix Medics squad W3: Replaced Burst Fire Demo + Big-Heal Medic squads with Stock Demo + Quick-Fix Medics squad W5: Removed Medics on small Heavies Replaced Giant Stock Pyro with Giant Stock Heavy W6: Decreased Airblast Pyro skill from hard to normal Squaded the Battalion Soldiers with the Giant Buff Banner Soldiers W7: Removed Crits from Giant Burst Fire Demo Reduced Tank HP from 30k to 25k RE: [Mission] Mansion - Test Fire - CreatorForce - 03-17-2022 Mansion - Test Fire
by owo Inky
Overall: This mission was ok, but difficulty absolutely mixing between intermediate and advanced, the sentry buster spawn too fast and makes engineer keep going away like 5 seconds. Please tone down the sentry buster.Judging presents: CreatorForce, Package O' Lies, and Poet
Strike: 1 Demo: https://us-testing.moonlight.tf:27107/demos/mvm_mansion_b5d_int_test_fire_1647480082.dem.zip Feedback:
Wave 1: The first wave seems pretty rough, very strong common at the beginning, especially the heavy part. I suggest change heavy to something weak common, like shotgun heavies with normal AI. I'm not sure about the giant charged soldier, I suggest change to a normal giant soldier. Since this is intermediate with low cash. Wave 2: Felt fine, nothing to say about it. Wave 3: Somehow it's very easy than wave 1, the difficulty drops almost to normal, and there's no strong common. I suggest ramping up the difficulty a little bit. Wave 4: Wow ok so, this wave absolutely rough, like mixing between intermediate and advanced, the worst part is a blue engineer. About 2 giant soldiers at once (end subwave) might be too much. Oh speaking about giant soldier. Please remove the uber medic and engineer part. Wave 5: Overall fine, but the last pair of giant charged soldiers just need to remove because straggled Wave 6: The battalion at the beginning is too much, tone down those battalions at the first subwave, the other part is fine. Wave 7: Finale is a bit tough, also I don't like smissmas gauntlet, it's just stunning with more health, replace smissmas gauntlet with crit shotgun heavy. RE: [Mission] Mansion - Test Fire - owo Inky - 05-01-2022 Version 4 change log: General: Increased Sentry Buster CooldownTime to 45 W1: Replaced Heavies with Shotgun Heavies Replaced Giant Charged Soldier with Giant Soldier W3: Increased Giant Soldier TotalCount from 3 to 5 Added subwave that spawns one Super Scout after subwave "3a" is dead W4: Removed Uber Medics and Engineers Decreased WaitBetweenSpawns of the first RandomChoice subwave to 1.5 Increased RandomChoice TotalCount from 70 to 80 Increased WaitBetweenSpawns of the last Giant Burstfire Soldiers subwave to 25 W5: Decreased Giant Charged Soldier + Uber Medic squad TotalCount from 10 to 8 (5 squads to 4 squads) W6: Decreased Battalion Soldiers TotalCount from 15 to 12 W7: Replaced Smissmas Gauntlets with Crit Shotgun Heavies RE: [Mission] Mansion - Test Fire - Yoovy - 05-08-2022 Demo: https://us-testing.moonlight.tf:27107/demos/mvm_mansion_b5d_int_test_fire_1651969114.dem.zip Judges present: Randomguy, Mo, Yoovy Scout (Mo) Pyro (randomguy) Engineer (Yoovy) Wave 1: -Felt Fine Wave 2: -Felt Fine Wave 3: -Make Bowmen Normal Skill (Mo) -Increase initial-time on Spies/Snipers (Mo, Yoovy, Randomguy) Wave 4: -Make Bowmen Hard Skill (Mo, Yoovy, Randomguy) Wave 5: -Felt Fine Wave 6: -Felt Fine Wave 7: -Felt Fine RE: [Mission] Mansion - Test Fire - owo Inky - 05-12-2022 Version 5 change log: W3: Increased Bowmen skill from easy to normal Increased InitialCooldown to separate the spawning of Spies and Snipers by 25 W4: Increased Bowmen skill from easy to hard RE: [Mission] Mansion - Test Fire - Averagegamer - 05-16-2022 Judges present: Averagegamer, Mo, Package Class comp: Scout (Package) Soldier (Mo) Engineer (Averagegamer) Demo: https://us-testing.moonlight.tf:27107/demos/mvm_mansion_b5d_int_test_fire_1652661535.dem.zip Wave 1: - shotgun heavies didn't really have much killing power, could buff their ai to hard difficulty - Bat scouts could come in groups instead of stream spawn to make them more threatening Wave 2: - Bat scouts similar issue to wave 1 - The 5 soldiers and pyros felt like they straggled at the end. They could be put in their own subwave (2 groups of 4 soldiers and pyros) after the g demos have finished spawning as they already wait for the tank to be destroyed. Wave 3: - good wave Wave 4: - felt fine Wave 5: - felt fine Wave 6: - Increase the battalion soldiers to 18 (6 groups of 3) at the first sub wave. The g soldiers feel useless with how few there are. Wave 7: - felt fine |