Mission name: Windy Windup
Map: mvm_humbridge_b8
Difficulty: Advanced
Map: mvm_humbridge_b8
Difficulty: Advanced
Mission name: Windy Windup
Map: mvm_humbridge_b8 Difficulty: Advanced
Updated wave 6 to use the new spawnbot_tank spawn location for the first giant kritz pocket. Also slightly tweaked pacing
Small update:
Wave 3: - Changed maxactive of giant shotgun heavies to 2 from 4. - Removed Sniper mission support Wave 5: - Gave Direct Hit soldiers Hard AI KNOWN ISSUES: Humbridge has broken nav that can result in the gpairs on wave 6 stacking together. For some reason when the bomb gets pushed under the bridge and a robot is actively carrying it, bots will path towards the other bombpath until it is dropped, when they will turn around and return to the original bombpath. This causes unintentional giant stacking that affects the overall fairness of the wave. I do not know enough about nav meshes to provide a fix for this, but it would probably be necessary to patch the nav for this mission to have a fair judging cycle.
Another small patch:
W2: Burstfire soldiers, conch soldiers, and support scouts now wait for the previous subwave to die instead of being a waitforallspawned W6: Removed Sniper mission support
Judges present: None
Demo file: https://eu-testing.moonlight.tf:27107/de...06.dem.zip Wave 1: Wave bar is slightly broken by about 2%; pacing of bots is a bit awkward with moments of quietness. More substance (bots) might be warranted. Could add a tank or spy support. Wave 3: Engineer needs Attributes IgnoreFlag. It picked up the bomb and held it at the nest during our second attempt of the wave. Last giant crit takes a bit too long to spawn (double-check to confirm). Wave 4: Engineer spawns need a cooldown. Wave 5: Direct hit soldiers should use the direct hit icon. Wave 6: Broken wave bar needs fixing. Why are there no tanks in this mission? A tank or two may be warranted on some waves (like wave 1) for extra spice and to reduce the influence of classes like sniper and heavy.
- Fixed tanks not appearing on waves one and six. Oops!
- All Engineers now have Attributes IgnoreFlag (lol) W2: Slightly tweaked pacing again. W3: Common soldiers now spawn in groups of 4 rather than streaming in W4: Slightly tweaked engineer spawn block W5: Direct hit soldiers now use correct icon EDIT: The file uploaded here is incorrect, the up-to-date popfile is on the moonlight testing servers. (This post was last modified: 07-06-2023, 03:14 PM by Conjo.)
Demo file: https://eu-testing.moonlight.tf:27107/de...07.dem.zip
(This post was last modified: 08-19-2023, 08:05 PM by Pineapple Medals Bot.)
Wave time summary: Code: Total wave time breakdown for: mvm_humbridge_b8_adv_windy_windup_judge Overall: - Update the map to the latest version (which is b9c?) - Tone down the crits a bit; every single wave had crits - Wave 2: The wave should start with something benign to push the bomb to the middle of the map before the giant buffs and heavies come.
Updated to new map
Small tweaks made: W1: Giant Scout MaxActive 3 => 2 W2: The 8 common Heavies at the start of the wave have been exchanged for 4 Shortstop Scouts. W5: Removed crits on support scouts and heavies, changed heavies to Hard AI. (This post was last modified: 09-01-2023, 07:18 PM by Conjo.) |