[MISSION] Rottenburg - Assault and Battery

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(02-25-2022, 03:34 AM)Package O' Lies Wrote: Judges present: Mo, A+Drew, Package O' Lies

Demo: https://us-testing.moonlight.tf:27107/de...89.dem.zip

No strike (but it was close)

Overall: Waves are too short to be of consequence, on a map as long as rottenburg, you will likely never lose unless you're being pushed throughout the entire wave.
The amount of flank spam is rediculous.
There are likely (definitely) more issues that have not been documented, but this is all we (I) have found

W1: Flank bots are stronger than what is coming out of the main spawn. Make finale waitforallspawned

W2: Mini-crit medics accomplish nothing, and will only confuse people because the minicrit buff is not visible, amek them regular kritz meds.

W3: same issue with the flanks.

W4: Wave is too short to be challenging. kritz does not belong on black box soldiers, reason, black boxes are a defensive bot with a damage penalty, keitz meds accomplish nothing, especially with what black box soldiers were designed for.

W5: too short, but strong, feels like an expert wave with the second half cut off.

W6: I'm just going to put it bluntly; this wave is bad.
The first subwave is slow and boring due to the single active giant squad.
The second subwave waits for the first one to all die, making the first subwave practically useless. On top of the fact that it is more flank spam and a bland subwave (giants and commons are both deflector heavies)
The boss: 99% of the time, bosses don't work as a finale (they work if they're gatebots however, but rottenburg isn't a gate map), they are either, not fun, or get trolled by everything, this one is the latter.
I would recommend reworking the subwave, but if you're really insistent on keeping it, make it a hitscan boss, as its ranged power is incredibly lacking.

6.0 CHANGELOG

GENERAL
FIXED: Sentry Busters now spawn on every wave like they should

W1
CHANGE: Reduced first subwaves' total amount of Big-Heal Medics to allow both groups to spawn
CHANGE: Moved Heater Heavies to use primary spawn with GPyros, now squadded

W2
BUFFED: Mini-Kritz Medics to standard Kritz Medics

W3
CHANGE: Moved Huntsman/Pyro subwave to use primary spawn because apparently Pyro is stronger against grouped commons than two AOE classes including a Beggar's Soldier

W4
CHANGE: Replaced BBoxes with Normal Burstfire Soldiers
ADDED: Added second group of Giant DH Spammer and Giant Banner Duo that spawn 20 seconds after the first group
BUFFED: Removed HoldFireUntilFullReload from Banner Duo to afford themselves better offensive strength
CHANGE: Tanks now use separate paths

W5
CHANGE: Tank now spawns immediately
NERFED: Reduced Giant Scouts' SpawnCount, TotalCount and MaxActive by half (10 total, down to 5)
CHANGE: Reduced Giant Rapids and Big-Heals' SpawnCount and TotalCount by half (8 total each, down to 4, and only one per spawn rather than two, but now spawns more frequently and the groups are more spread out)
ADDED: Second subwave with 2 Giant Heavies, squadded with Popping GMeds
BUFFED: Made Support infinite to allow continued support through later subwaves

W6
CHANGE: Adjusted overall pacing somewhat
CHANGE: First subwave's Colonel Barrages into Giant Clusterbomb Demos to reduce blandness created by new Soldier groups
CHANGE: Halved amount of first subwave's Umeds to allow more MaxActive, allowing both groups to be active at once
ADDED: Grouped Soldiers to come out with first subwave, led by Extended Conch Pseudogiant Soldiers
CHANGE: Second subwave's Giant Deflector Heavies into Colonel Barrages
CHANGE: Second subwave's Normal Deflector Heavies to use primary spawn
CHANGE: Boss reworked to use hitscan primarily, but now uses a Passive Shotgun that fires igniting Pomson Lasers at a rate similar to the minigun, effectively doubling his output and rounding out his weakness at a distance
ADDED: Humorously inappropriate coat to boss, also on fire

~~~~~

6.1 CHANGELOG

W1
NERFED: Removed Teleporting Engineers
NERFED: Reduced Heavies per squad in GPyro subwave from 4 to 3
FIXED: Increased WaitBeforeStarting on the last subwave to 15 seconds to fix wonky pacing

W3
NERFED: Removed one more Pyro/Huntsman group to reduce straggling at the end of the wave

W6
FIXED: Changed last subwave to use WaitForAllDead on the Colonels rather than WaitForAllSpawned on the Deflector Heavies, to better punish players for not killing the Heavies fast enough

~~~~~

6.2 CHANGELOG

GENERAL
NERFED: Increased Sentry Buster spawn requirements from 15 kills/1,000 damage to 15 kills/2,000 damage
FIXED: Added IgnoreEnemies attribute to all healing Medics.

W5
BUFFED: Added one more Giant Heavy/Popping GMed group
ADDED: Third subwave with Giant Burst Rapidfire Soldiers (herein referred to as GBRF Soldiers for brevity, and thanks mo), squadded with 4 Expert Skill (Airblast disabled) Pyros per group.

~~~~~

6.3 CHANGELOG

W5
BUFFED: Added one more group of GBRF Soldiers
BUFFED: Increased GBRF Soldier groups' MaxActive, allowing two groups to be active at once

UPDATED ASSETS:
https://puu.sh/IMjIt.zip
(This post was last modified: 03-02-2022, 02:47 AM by Crosse?!.)

Messages In This Thread
RE: [MISSION] Rottenburg - Assault and Battery - by Crosse?! - 03-02-2022, 02:42 AM



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