Credits
- Myself, for making the mission
- Valve, for the map (duh)
- Icons by their respective creators
- Any tester(s) who have previously tested it (as a 2 man)
class comp:
randomguy - pyro
ultimaximus - scout
hellblade - solider
mo - demoman
general: remove the massive kb and ab res on all giants, non hard ai snipers are either completely useless or extremely aids, the normal ones should be made hard ai
w2: don't think the conch soldiers belong here in int
w3: charged soldiers seem a bit powerful here in conjunction with the rest of the wave, i think either the demos should be removed or the gsoldiers be normal ones
w4: maybe make the giants at the end have bigheals, the umeds might be a bit of a trouble to int players after the super scouts
w5: nitpick but maybe the gmed should have 40 instead of 50 hp regen like the valve template, and halve the ubers since 8 is excessive
w6: felt fine
(This post was last modified: 02-16-2022, 09:38 AM by randomguy.)
Certain waves have extra sets of bots, this is more or less of a placebo effect for these subwaves by all means. If all fails during the next session, I will plan on adding another wave to compensate for extra wave time and tweak the previously changed waves to be back to regular, and/or also change them so that they feel more smoother. As for now, the current wave changes include:
- + 1 extra set of Manmelter Pyro + medic combos, 2 extra sets of Gauntlet squads for Wave 2
- + 1 extra giant for both Super Scouts and Giant Bursts, 6 more Heavy commons and 10 extra Pyro commons for Wave 4
- + 1 extra Giant Heavy + umed combo set, WaitBetweenSpawns for the next set is 30 seconds for Wave 5.
- Most of Mission Support for both Snipers and Spies have their DesiredCount increased to 2 (previously 1)
W2
- Changed Big Heal Medics to Quick-Fix Medics
W3
- Mitten Heavies run slightly faster (from 1 to 1.15)
W6
- Giant Pyro is now renamed to Giant Deflector Pyro to clarify due to its cosmetic choices on it (and its functionality)
- General bot count upped by a decent amount, these include:
- 54 total randomchoiced bots (from 42)
- 24 common Liberty soldiers (from 16)
- Doubled amount of Giant Cow Mangler Soldiers (from 2 to 4)
- Decreased the Minor League Scouts' waitbeforestarting time (again)
W2
- The former singular subwave has been split into 2 (commons first with the additional mainwave support of demoknights, afterwards giants being next while soon to be accompanied by Support scatters)
- Removed 1 Rapid Fire Manmelter Pyro set
- Former Bat Scouts are now replaced by Slow fire scatterguns
W3
- Shuffled the Demoman and Mitten Heavy spawns so that the Demos would spawn first instead of the mittens
- Upped the Demoman count to 36 (from 18)
- Upped the Mitten Heavy count to 40 (from 30)
- Extra set of Giant Soldiers have been added (from 4 to 6), also have a MaxActive of 4 instead of 2.
- An extra tank has been added (for compensation, all tanks are 11,000 HP instead of the previous 12,500 HP)
W4
While not suggested, I've tweaked a bit of w4 due to the ending part feeling more or less dragged on from personal checking of the demo, and the common scouts began blending in with the Pyros before they were all dead. I'm attempting to test this out out of pure curiosity of pacing, however in the next judging session if there are any issues to be addressed regarding the wave I'm more than happy to revert the wave back to the original wavebar looked like. The current changes include:
- 2 extra Super Scout sets
- A WaitForAllDead on the Support Scouts once all Pyros on the field are dead
(This post was last modified: 02-26-2022, 01:06 AM by Mo.)