[MISSION] Tensai - Wasabi Warzone

27 Replies, 19195 Views
(02-26-2022, 12:32 AM)Retrowave Wrote:
(02-19-2022, 10:01 AM)Hellblade Wrote: Retrowave Tensai - STRIKE 2.

Crosse - Scout
Hellblade - Pyro (juj)
Mo - Spy         (juj)
A+drew - Engie  (juj)
FaNScout - Soldier

Demo: https://us-testing.moonlight.tf:27107/de...78.dem.zip


Note: For upcoming Endurance Missions, 3waves/1 waves. PLEASE INCLUDE A GUIDE TO FOLLOW FOR SUBWAVES
Note 2: A,B,C Subwave names do not have any relationship with the actual names of wave spawns in the moonlight testing. Due to Note 1, I have to try to attempt to make out subwaves apart. Please put in the effort if you want quality feedback only if Hellblade if writing -Hellblade
Note 3: this first part is version 6 cos Retro didn't update version 7 properly and also A+Drew didn't wait and just went "That's his problem"

Version 6 -w-, not my problem. A+Drew had some problems uploading it and decided not to go with Mo's mission first while waiting on Retro

Wave 1:
A: Demoknights can be annoying to classes like pyro
B: Pacing is inconsistent and slow (FIXED) , pyros are WAY Too deadly.
C: Giant Heavy came too late (FIXED)
D: Demos and Soldiers were rather ineffective (FIXED)

funny change: make the head scale bigger for the banana buster

Wave 2:
A: Crit + Bleed does not achieve anything. Giant stopper scouts also did nothing
B: Randomchoice flares that achieve nothing
C: Barrages were extremely slow in spawning (FIXED)
D: Tank + Gscouts were great

E?
F: Tomislav spam
G: Slowest pacing forever (FIXED)
---------------------------------------------------------------------------------------------

Team comp changed to
FaN Scout - 
Mo - Spy -> Soldier when wave 1 failed once.
* SNTR GET THE BEGGARS *  -Hydrogen Probably 

Version 7
(issues in 6 that are still present are major concerns)

Wave 1:
A: Scouts are sub-giant for no reason. Charged soldier with slow shots do not relaly have synergy with melee only scouts I'd say make the giant slightly stronger while reverting the bat scouts to normal.

B: Dragon furys immediately starts the moment commons are dead from wave 1.
Buff banner, Alwaysfire pyros, DF pyros and huntsman. All 3 damage types at once
Regular pyros do not need to be AlwaysFire.
The Banner soldiers could be too deadly for weaker players.
Demoman from subwave C spawn too early.

The heavy was executed relatively well.

C: Subwave was underwhelming, doesn't provide much of a threat/excitement
Also had some stragglers.

Alot of subgiants such as Sub-giant Scouts, Rapidfire Bowman, Gauntlets,

funny change: make the head scale bigger for the banana buster


Wave 2:
A: Bleeding Crit Bowman don't make any sense since the Crit already is their main aspect. ShortStop Scouts don't accomplish much in this wave (for some reason)
Theres probably something about the Giant Dragon Fury Pyros but no one pointed anything out.
B: Colonel barrage subwave was pretty meh.
I think it would be better if each squad had it's own banner instead of all of them getting all 3.

C: Tank + Scouts were a relatively good subwave

D: Crit Grenade Spam, Heavy doesn't need tomislav and glasses (optional because during judging we had difficulties trying to identifiy it was hard or normal), burst giant with burst support.

E: Conch Crit, a fine wave but it wasn't really fun.


WAve 3:
a: Giant demo spam worked but I wish it wasn't just 1 solely rapidfire Demos

b: RNG pyros that achieve nothing. Heavies spawn too slowly from each other

c: Very boring, bonk scouts don't spawn in quantities or fast enough to be a threat.

*CROSSE CRASHED* - Mo went full tryhard and saved the day.

D: Overkill of a finale, G. HoK crit deflector, Colonel barrage, Medics on even more Deflector commons.
Deflectors should only be used if a giant is on its own as a "Self-defense" measure. Having too many of them removes the point of it and also makes it painful to play projectile classes.


I can literally rewrite this subwave to show u how it can be done in a better way:
2 Crit Colonel Barrage with Quick-Uber Giant Medic at 10s intervals once Regular Heavy Commons
10s in-between
2 Giant Heavy with Kritz Giant Medic at 15s intervals with Soldier Commons

Remove the Useless Super Scout common at the end.

Support:
Spy and Sniper every wave.
Both have 40-second cooldown and getting really annoying since these are rather long waves since the initial cooldown doesn't really do itself any justice when waves are 5-6 minutes long.

There's no variation of them either, its just Spy and Sniper at the Same initial Cooldown


Mo: "The definition of a superbuff"
A+drew "Easy strike"
Hel: "Strike, many issues from previous tests/versions even from the previous version we just tested."
FaN Scout: "Strike" even though he is not a judge.


This is your pretty much your last chance to improve this mission. I really sincerely suggest that you fix the most critical issues listed here:

Wave 1:
Subwave 2 being a bit too deadly for weaker teams with demos coming out too early
Subwave 3, not really an interesting wave due to a lack of threat and the giant being a damage sponge

Wave 2:
Subwave 1: Bleeding Crit Bowman with useless G scouts (REPEAT FROM VERSION 6)
Subwave 4: Crit spam, Tomislavs and burst demos (REPEAT FROM VERSION 6)

Wave 3:
Subwave 2: G heavies spawned too slowly
Subwave 3: Bonk scouts didn't do much
Subwave 4: Way too much overkill for a finale. I even gave my own interpretation for it.

Support:
The Scouts from Wave 2 and 3 were relatively useless since they were solely for bomb carrying
Spy and Sniper support are extremely lazily implemented and way too fast.

You're lucky you got me as a writer because some other people don't put this much effort into feedback. Focus on these issues and I believe you can actually pass this.
Changes I've made:

General:
-Removed scout supports on waves 2 & 3.
-Spy bots now have an initital cooldown of 90 secs with 60 second cool down.
-Snipers have 120 secs initial cooldown and have 60 second cool down time.
-Changed Head size of the sentry buster for the funny.

Wave 1:
-turned mini giant sandmen into regular sandmen.
-increased total amount of sandman scouts to 15->25.
-increased total amount of demoknights from 25->35.
-Turned giant charged soldiers into giant burst soldiers.
-made df pyros not spawn instantly once first subwave is over.
-removed buff banner soldiers.
-removed alwaysfire pyros and replaced them with bigheal meds.
-made lnl demos spawn with the last subwave.
-soldiers cut down from 16->10.
-replaced giant bread heavies with giant crit pyros and increased amount from 2->4.
-added bonk scout support for the end of the wave.
-changed up spawn times for the last subwave so it wouldn't be too "spammy".
-cut down gauntlets from 5-> 3.

Wave 2:
-replaced giant shortstops with giant shotgun heavies.
-removed crits off bleeding bowmen.
-made each colonel have a different banner for each.
-made mini crit burst demos into regular demos.
-replaced tomislav heavies with just a bunch of regular heavies.
-replaced crit giant conch soldiers at the end with crit giant burst soldiers.
-Since removal of the scout supports during the final subwave, I've added an extra 2 smg snipers to help support better from 4 -> 6.

Wave 3:
-Made giant rapid fires spawn in 1s instead of 2s.
-Gave giant rapid fire demo section some df pyros for support.
-replaced rng pyro section with more df pyros.
-made the giant heater deflector & giant medic section spawn faster.
-shortened time between bonk scout spawns 7.5 secs-> 2.5 secs & added an extra 2 giant bonk scouts.
-removed crit hok deflectors+med combos at the end.
-replaced mini deflector+big heals with just a bunch of regular heavies.
-increased amount of barrage + regen med combos at the end and changed spawn times for balancing.
-nerfed tank hp to 50k->45k
Changes I've made:


Wave 3: 
Replaced df pyros during giant bonk scout section with dh soldiers
instead of 1 45k tank it's 2 22.5k tanks instead.


Attached Files
.pop   mvm_tensai_rc3_adv_wasabi_warzone.pop (Size: 27.13 KB / Downloads: 14)
(02-26-2022, 08:15 PM)Retrowave Wrote:
(02-26-2022, 12:32 AM)Retrowave Wrote:
(02-19-2022, 10:01 AM)Hellblade Wrote: Retrowave Tensai - STRIKE 2.

Crosse - Scout
Hellblade - Pyro (juj)
Mo - Spy         (juj)
A+drew - Engie  (juj)
FaNScout - Soldier

Demo: https://us-testing.moonlight.tf:27107/de...78.dem.zip


Note: For upcoming Endurance Missions, 3waves/1 waves. PLEASE INCLUDE A GUIDE TO FOLLOW FOR SUBWAVES
Note 2: A,B,C Subwave names do not have any relationship with the actual names of wave spawns in the moonlight testing. Due to Note 1, I have to try to attempt to make out subwaves apart. Please put in the effort if you want quality feedback only if Hellblade if writing -Hellblade
Note 3: this first part is version 6 cos Retro didn't update version 7 properly and also A+Drew didn't wait and just went "That's his problem"

Version 6 -w-, not my problem. A+Drew had some problems uploading it and decided not to go with Mo's mission first while waiting on Retro

Wave 1:
A: Demoknights can be annoying to classes like pyro
B: Pacing is inconsistent and slow (FIXED) , pyros are WAY Too deadly.
C: Giant Heavy came too late (FIXED)
D: Demos and Soldiers were rather ineffective (FIXED)

funny change: make the head scale bigger for the banana buster

Wave 2:
A: Crit + Bleed does not achieve anything. Giant stopper scouts also did nothing
B: Randomchoice flares that achieve nothing
C: Barrages were extremely slow in spawning (FIXED)
D: Tank + Gscouts were great

E?
F: Tomislav spam
G: Slowest pacing forever (FIXED)
---------------------------------------------------------------------------------------------

Team comp changed to
FaN Scout - 
Mo - Spy -> Soldier when wave 1 failed once.
* SNTR GET THE BEGGARS *  -Hydrogen Probably 

Version 7
(issues in 6 that are still present are major concerns)

Wave 1:
A: Scouts are sub-giant for no reason. Charged soldier with slow shots do not relaly have synergy with melee only scouts I'd say make the giant slightly stronger while reverting the bat scouts to normal.

B: Dragon furys immediately starts the moment commons are dead from wave 1.
Buff banner, Alwaysfire pyros, DF pyros and huntsman. All 3 damage types at once
Regular pyros do not need to be AlwaysFire.
The Banner soldiers could be too deadly for weaker players.
Demoman from subwave C spawn too early.

The heavy was executed relatively well.

C: Subwave was underwhelming, doesn't provide much of a threat/excitement
Also had some stragglers.

Alot of subgiants such as Sub-giant Scouts, Rapidfire Bowman, Gauntlets,

funny change: make the head scale bigger for the banana buster


Wave 2:
A: Bleeding Crit Bowman don't make any sense since the Crit already is their main aspect. ShortStop Scouts don't accomplish much in this wave (for some reason)
Theres probably something about the Giant Dragon Fury Pyros but no one pointed anything out.
B: Colonel barrage subwave was pretty meh.
I think it would be better if each squad had it's own banner instead of all of them getting all 3.

C: Tank + Scouts were a relatively good subwave

D: Crit Grenade Spam, Heavy doesn't need tomislav and glasses (optional because during judging we had difficulties trying to identifiy it was hard or normal), burst giant with burst support.

E: Conch Crit, a fine wave but it wasn't really fun.


WAve 3:
a: Giant demo spam worked but I wish it wasn't just 1 solely rapidfire Demos

b: RNG pyros that achieve nothing. Heavies spawn too slowly from each other

c: Very boring, bonk scouts don't spawn in quantities or fast enough to be a threat.

*CROSSE CRASHED* - Mo went full tryhard and saved the day.

D: Overkill of a finale, G. HoK crit deflector, Colonel barrage, Medics on even more Deflector commons.
Deflectors should only be used if a giant is on its own as a "Self-defense" measure. Having too many of them removes the point of it and also makes it painful to play projectile classes.


I can literally rewrite this subwave to show u how it can be done in a better way:
2 Crit Colonel Barrage with Quick-Uber Giant Medic at 10s intervals once Regular Heavy Commons
10s in-between
2 Giant Heavy with Kritz Giant Medic at 15s intervals with Soldier Commons

Remove the Useless Super Scout common at the end.

Support:
Spy and Sniper every wave.
Both have 40-second cooldown and getting really annoying since these are rather long waves since the initial cooldown doesn't really do itself any justice when waves are 5-6 minutes long.

There's no variation of them either, its just Spy and Sniper at the Same initial Cooldown


Mo: "The definition of a superbuff"
A+drew "Easy strike"
Hel: "Strike, many issues from previous tests/versions even from the previous version we just tested."
FaN Scout: "Strike" even though he is not a judge.


This is your pretty much your last chance to improve this mission. I really sincerely suggest that you fix the most critical issues listed here:

Wave 1:
Subwave 2 being a bit too deadly for weaker teams with demos coming out too early
Subwave 3, not really an interesting wave due to a lack of threat and the giant being a damage sponge

Wave 2:
Subwave 1: Bleeding Crit Bowman with useless G scouts (REPEAT FROM VERSION 6)
Subwave 4: Crit spam, Tomislavs and burst demos (REPEAT FROM VERSION 6)

Wave 3:
Subwave 2: G heavies spawned too slowly
Subwave 3: Bonk scouts didn't do much
Subwave 4: Way too much overkill for a finale. I even gave my own interpretation for it.

Support:
The Scouts from Wave 2 and 3 were relatively useless since they were solely for bomb carrying
Spy and Sniper support are extremely lazily implemented and way too fast.

You're lucky you got me as a writer because some other people don't put this much effort into feedback. Focus on these issues and I believe you can actually pass this.
Changes I've made:

General:
-Removed scout supports on waves 2 & 3.
-Spy bots now have an initital cooldown of 90 secs with 60 second cool down.
-Snipers have 120 secs initial cooldown and have 60 second cool down time.
-Changed Head size of the sentry buster for the funny.

Wave 1:
-turned mini giant sandmen into regular sandmen.
-increased total amount of sandman scouts to 15->25.
-increased total amount of demoknights from 25->35.
-Turned giant charged soldiers into giant burst soldiers.
-made df pyros not spawn instantly once first subwave is over.
-removed buff banner soldiers.
-removed alwaysfire pyros and replaced them with bigheal meds.
-made lnl demos spawn with the last subwave.
-soldiers cut down from 16->10.
-replaced giant bread heavies with giant crit pyros and increased amount from 2->4.
-added bonk scout support for the end of the wave.
-changed up spawn times for the last subwave so it wouldn't be too "spammy".
-cut down gauntlets from 5-> 3.

Wave 2:
-replaced giant shortstops with giant shotgun heavies.
-removed crits off bleeding bowmen.
-made each colonel have a different banner for each.
-made mini crit burst demos into regular demos.
-replaced tomislav heavies with just a bunch of regular heavies.
-replaced crit giant conch soldiers at the end with crit giant burst soldiers.
-Since removal of the scout supports during the final subwave, I've added an extra 2 smg snipers to help support better from 4 -> 6.

Wave 3:
-Made giant rapid fires spawn in 1s instead of 2s.
-Gave giant rapid fire demo section some df pyros for support.
-replaced rng pyro section with more df pyros.
-made the giant heater deflector & giant medic section spawn faster.
-shortened time between bonk scout spawns 7.5 secs-> 2.5 secs & added an extra 2 giant bonk scouts.
-removed crit hok deflectors+med combos at the end.
-replaced mini deflector+big heals with just a bunch of regular heavies.
-increased amount of barrage + regen med combos at the end and changed spawn times for balancing.
-nerfed tank hp to 50k->45k
Changes I've made:


Wave 3: 
Replaced df pyros during giant bonk scout section with dh soldiers
instead of 1 45k tank it's 2 22.5k tanks instead.


Changes I've Made:

Wave 1:
-Added a few extra subwaves to reach the 5-6 minute marker.
-Removed bonk scout support with bat scout support.

Wave 2:
-made the giant df pyro subwave blend better with the colonel with banner trio subwave.
-removed 2 crit burst fire soldier giants and gave the other 2 giant meds.
-changed spawn of smg sniper support.

Wave 3:
-removed a pair of giant heater deflector with medic.
-removed giant medics that went with the barrages and added 2 more barrages instead.


Attached Files
.pop   mvm_tensai_rc3_adv_wasabi_warzone.pop (Size: 29.28 KB / Downloads: 20)
Tensai

Demo : https://us-testing.moonlight.tf:27107/de...86.dem.zip

Judges Present : Myself, M1 (from Wave 1 to the start of Wave 2), eyes, DaMeister, Poet, Package O Lies (substituted for M1 on Wave 2 and onwards)

Class Comp : Scout, Soldier, Pyro, Engineer, Sniper

Overall, while the mission is going on a decent direction, the waves do feel shaky and bland in the sense of that difficulty on certain subwaves are more superior than others, and lacked any engagement other than them being thrown quickly at you, or the lack of variety of more subwaves.

No Strike

W1

- The mini-giant Bowmen are way too powerful with the big heals, even so that they were the only thing that did push us really far. These could instead be regular bowmen, and the random deflector heavy at the end wasn't able to catch up (let alone reach to the bomb) due to the immense healing that the bowmen had from the big heals (effectively making them giants on their own), and it also didn't help that they would spawn consistently together. Adding more deflectors with common bowmen can be sufficient enough as the deflectors will be the main push force in that subwave.

- A good sustainability for giants would be probably to add some uber medics onto them (not all, of course), but to whichever you desire that you think is lacking in the demo provided.

- The mini-giant charged soldier and super scout subwave felt more like that they were cannon fodder rather than anything else (especially the last random supers, and just the common spam in general). This can potentially be remade into a different subwave as well.

- No tanks on w1. This endurance felt rather boring as it didn't really bring much to the table in terms of "enduring" said wave with nothing much to offer. See previous points above and you can add them onto whichever subwave you feel like they'll fit good on to.

W2

- Felt okay, however the longevity of the wave can be potentially still extended by adding a bit more support to the GBurst subwave if anything, and/or also adding an extra subwave in that matter as well

- Unsure if the heavies are Normal or Easy, but if they are Normal, do set them to Easy as they pretty much add some hitscan hell later on despite the payout being good.

- Optional, but the randomchoice flare pyros shouldn't really be randomchoiced, or ultimately they should be replaced by stronger bots as they don't have that "oomf" onto them.

W3

- This whole wave felt very short (shorter than both previous waves, actually, effectively making it 15 minutes total completion time), there isn't much going on other than the subwaves coming at you at relatively quickly, and ultimately it being a breeze. Adding an extra subwave or three can help make the wave have more longevity on top of it being more engaging.

- The Colonels were the last things to be alive, as they dragged on way too much after both tanks died with relative ease. Adding an extra tank or two can help mitigate this but do keep in mind that they also weren't able to push anywhere as they were quickly dispatched of. Uber medics can be your best friend for this (Either quick-ubers or slow charge medics)
[Image: yjlNbE5.jpeg]
(03-04-2022, 05:44 AM)✪ totally not Satori Wrote: Tensai

Demo : https://us-testing.moonlight.tf:27107/de...86.dem.zip

Judges Present : Myself, M1 (from Wave 1 to the start of Wave 2), eyes, DaMeister, Poet, Package O Lies (substituted for M1 on Wave 2 and onwards)

Class Comp : Scout, Soldier, Pyro, Engineer, Sniper

Overall, while the mission is going on a decent direction, the waves do feel shaky and bland in the sense of that difficulty on certain subwaves are more superior than others, and lacked any engagement other than them being thrown quickly at you, or the lack of variety of more subwaves.

No Strike

W1

- The mini-giant Bowmen are way too powerful with the big heals, even so that they were the only thing that did push us really far. These could instead be regular bowmen, and the random deflector heavy at the end wasn't able to catch up (let alone reach to the bomb) due to the immense healing that the bowmen had from the big heals (effectively making them giants on their own), and it also didn't help that they would spawn consistently together. Adding more deflectors with common bowmen can be sufficient enough as the deflectors will be the main push force in that subwave.

- A good sustainability for giants would be probably to add some uber medics onto them (not all, of course), but to whichever you desire that you think is lacking in the demo provided.

- The mini-giant charged soldier and super scout subwave felt more like that they were cannon fodder rather than anything else (especially the last random supers, and just the common spam in general). This can potentially be remade into a different subwave as well.

- No tanks on w1. This endurance felt rather boring as it didn't really bring much to the table in terms of "enduring" said wave with nothing much to offer. See previous points above and you can add them onto whichever subwave you feel like they'll fit good on to.

W2

- Felt okay, however the longevity of the wave can be potentially still extended by adding a bit more support to the GBurst subwave if anything, and/or also adding an extra subwave in that matter as well

- Unsure if the heavies are Normal or Easy, but if they are Normal, do set them to Easy as they pretty much add some hitscan hell later on despite the payout being good.

- Optional, but the randomchoice flare pyros shouldn't really be randomchoiced, or ultimately they should be replaced by stronger bots as they don't have that "oomf" onto them.

W3

- This whole wave felt very short (shorter than both previous waves, actually, effectively making it 15 minutes total completion time), there isn't much going on other than the subwaves coming at you at relatively quickly, and ultimately it being a breeze. Adding an extra subwave or three can help make the wave have more longevity on top of it being more engaging.

- The Colonels were the last things to be alive, as they dragged on way too much after both tanks died with relative ease. Adding an extra tank or two can help mitigate this but do keep in mind that they also weren't able to push anywhere as they were quickly dispatched of. Uber medics can be your best friend for this (Either quick-ubers or slow charge medics)
Changes I've made:

General:
-Added subwaves. (each wave is now 7 minutes)
-Fixed pacing issues.
-Increased difficulty in some parts.


Attached Files
.pop   mvm_tensai_rc3_adv_wasabi_warzone.pop (Size: 38.78 KB / Downloads: 20)
Tensai

Class comp:
Soldier - Eve
Sniper - Package O' Lies(juj)
Engineer - A+drew(juj)
Scout - Mo(juj)
Pyro - oddschool(juj)

Demo : https://us-testing.moonlight.tf:27107/de...60.dem.zip

No Strike

W1 - Super Scouts come out too fast while the last heavy straggles a little. You can balance out the time with the heavies and scouts for them to come out smoother together

W2 - Last part felt weak overall. You can add another common bot with the burst fires to help them out. Also a bit of common bot stragglers in the end

W3 - Tanks shouldn't need a MaxActive 2, set it to MaxActive 3 and make the tanks have a waitbetweenspawns of 15-20 seconds
Nuh uh
For future reference, do not quote previous feedback, it makes the posts incredibly long.
Changes I've made:

Wave 1:
Fixed Pacing issues for last subwave.

Wave 2:
Added demoman support for last subwave.

Wave 3:
Made the last three tanks spawn 20 apart from each other.
PASS WITH CHANGES!

Demo Link : https://us-testing.moonlight.tf:27107/de...99.dem.zip

Judges Present :
randomguy
eyes
PDA Expert
DaMeister

Team Comp :
Scout (eyes)
Pyro (randomguy)
Soldier (Lemonee)
Engineer (DaMeister)
Demoman (PDA Expert)

Wave 2 :
The Fire Bowmen at the start should be given a 50% damage penalty, due to their already higher fire power compared to regular bowmen (plus its also consistent).

[Image: hay_block_side.png]            crimbo
Changes I've made:

Wave 2:
-Gave flaming bowmen a 50% damage nerf.


Attached Files
.pop   mvm_tensai_rc3_adv_wasabi_warzone.pop (Size: 39.21 KB / Downloads: 20)
This mission has been sent back to the initial judging team. You are at 2 Strikes total.



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