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[MISSION] Barren - Desolate Wasteland

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Demo: https://us-testing.moonlight.tf:27105/de...22.dem.zip

No Strike

Judges present and Class composition:
-Package O' Lies (spy)
-DaMno (pyro, with DF)
-FraHtcy (scout)
-eyes (engineer)
-Skin King (soldier, with Beggar's)
(all of us were judges)

Overall: The mission is pretty repetitive. Every wave blended together and felt the same, except for waves 2 and 4. The mission usually has the same wave structure, and the commons are also just usually the same. For example, every wave has simple soldier commons, with the only differences being w1's soldiers have the buff banner, and w3's soldiers have the concheror.

Wave 1: This wave has a lot of WaitForAllDead usage, and the 2nd subwave lacks substance, with the only support for the giant rapid fire soldiers being bison soldiers, that also only have MaxActive 6.
Wave 2: The 2nd giant heavy has WaitForAllSpawned on the 1st giant heavy and scouts, meaning it can take a long time to spawn if the team was/gets pushed back to hatch.
Wave 3: The structure of this wave is very similar to wave 1, resulting in repetitiveness.
Wave 4: The pyros in this wave can drag on a bit. You can remove 1 or 2 sets of them.
Wave 5: Same issue as wave 3. And the giant pyros' icons doesn't indicate they can airblast.
Wave 6: The 2 last subwaves have a lack of uniqueness, being stream spawns of giants and commons. In subwaves like this, the commons should be much more fundamentally different or else it will become pretty repetitive, an example being Mannslaughter wave 4, with 2 different subwaves of stream spawning giant demomen, but that still play and feel differently. The last subwave is pretty boring and lackluster on the robot side. Either remove one tank and add some more robots to it, or lower the tank HP and add some more robots to it.
[Image: image.png]
(This post was last modified: 12-29-2022, 10:14 PM by eyes6526.)

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RE: [MISSION] Barren - Desolate Wasteland - by eyes6526 - 12-29-2022, 09:56 PM



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