[Mission] Waterlogged - Cryodoom

9 Replies, 4442 Views
Judges present:
Me
Package O' Lies
Quantum Apple

Team comp:
Scout (Me)
Huntsman (You)
Engineer (Quantum Apple)
Soldier (Package O' Lies)

NO STRIKE

Demo: https://eu-testing.moonlight.tf:27107/de...45.dem.zip

Overall:
The mission had 3 main issues that made the mission a little bit annoying to play.
1) Map choice. Waterlogged is a map that has 2 gates that are badly placed and used and simply causing a lot of desynchronisation.
Not only that, but the map is awfully big and open in most areas, but very chokey in areas such as 1st gate or the front flank, making some bots much more frightening that usual.
As the cherry on top, the map has nav issues that just cause bots to get lost and fuck around, causing the waves to last longer than they should.
A suggestion is to port the mission onto Madhattan.

2) Over-variety of bots. Some variety is good, because it adds more "taste" to the mission. Too much stuff leads to everything blending together. There are many different bots, but many of them end up fulfilling similar roles, making them feel redundant.

3) Pacing issues. Every wave seemed to drag for one reason or another.

W1:
Hard AI pyros on w1. The issue is that simply, their (very effective) area denial is just unavoidable due to the amount that was used and having no cash to outlive it. I’d suggest making them Easy/Normal.

W2:
The wave dragged a lot. Adjust your WBS, MA, WFAD and other stuff to not have players waiting for giants to slowly come out.
W3:
Useless melee boss. No matter how hard you try, a melee boss will never be a threat. A melee boss is like a tank that can be bodyblocked, sentry blocked, milked, airblasted, aggroed away, etc.
Not only that, they also are not very effective, due to the absence of AOE, very low range and a very low DPS. Due to its name "Gaterusher”, I assume it had the purpose of capping the gate. However, it couldn't do it due to how badly it can be memed on by players. Add a bit more of HP, DMG, speed, or anything else to make it more threatening.
The final subwave with Gpyros and Gdemos felt like an HP wall. They simply served as a damage sponge, fighting back weakly.

W4:
Reduce the common Rapid Fire Demo HP to 175. There is no reason for them to have 650 HP. Common demos are pretty annoying on their own, due to the fact that even if you dodge them, they can still kill you because of the rollers.
Now add to that the fact that they never reload, spawn in bursts of 5 (I think) and have increased HP. Pretty annoying isn't it?
Another thing, Giant Penetrating Bowmen. The Bowmen is a bot that was never meant to be a giant. The issue with Bowman is the fact that they launch a singular projectile that has no AOE whatsoever, deals a low damage, and is easily dodgeable.
Giants are bots that are supposed to drag the attention of the team towards them, due to the amount of trolling they're able to do if ignored. Unfortunately, those bowmen simply served as damage sponges.
W5:
The main concern of the wave were your GBatts that were using The Original instead of regular Rocket Launcher (charged soldier stats). That wouldn't be an issue if they had the purpose of supporting other dreadful Giants. However, it didn't seem to be the case in the wave.
Another issue relates to the ending of the wave. When the gate was capped, it caused the GConches spawn separate from the Gheavies. Make your burst conches WFAD to fix this.

Messages In This Thread
[Mission] Waterlogged - Cryodoom - by Mudun - 01-07-2023, 03:33 PM
RE: [Mission] Waterlogged - Cryodoom - by Mudun - 01-08-2023, 10:19 AM
RE: [Mission] Waterlogged - Cryodoom - by Mudun - 01-11-2023, 08:06 PM
RE: [Mission] Waterlogged - Cryodoom - by Mudun - 01-29-2023, 09:31 PM
RE: [Mission] Waterlogged - Cryodoom - by DaMno - 01-30-2023, 02:43 AM
RE: [Mission] Waterlogged - Cryodoom - by Mudun - 01-30-2023, 08:03 PM
RE: [Mission] Waterlogged - Cryodoom - by ✪ FraHtcy3 - 02-18-2023, 10:05 AM
RE: [Mission] Waterlogged - Cryodoom - by Mudun - 02-26-2023, 04:35 PM



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