[MISSION] Coaltown - Capricious Calamity

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Mission : Capricious Calamity
Map : Coaltown
Difficulty : Expert

- Myself, for making the mission (FraHtcy3)
- Valve, for the map (duh)
- Icons by their respective owners
- Any tester(s) who have previously tested and participated in testing (mainly as 5 mans, but also 3-4 mans in rare occurrences)

Mission itself :
(This post was last modified: 10-20-2022, 06:07 PM by ✪ Ronnie Mcnutt Gaming#killtf2.)
Hello and welcome to the Moonlight forums!

As a friendly reminder, please make sure you post a link to this thread on the "Request Judging" thread: https://forums.moonlight.tf/showthread.php?tid=17

This will ensure that the judges process every submission in the chronological order in which they were posted to that thread. Otherwise, you may face delays before your submission is reviewed.

Thanks and all the best with your submission!
No strike (first run)

Judges present:

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

W4: Add ShouldPreseveSquad for medic boss.
W5: Change GHeavy / GMed squads' MaxActive to 3 and move them to side spawns. Their current spawns are way too forgiving.
W6: Change quick ubers to full duration medics on first part. Even when every uber medic popped the subwave didnt push since their uber ran out too soon and we were able to bodyblock everything.
W7: Add a quick uber or two to common heavy squads. Commons were easily wiped by pyro. Speed up or shorten the subwave with common heavies + giant heavies since it felt a little too long.
Change log:
-W4 ShouldPreserveSquad has been added on the boss part
-W5 MaxActive of GMedHeavy was switched up to 3 and their "where" has been moved to "spawnbot_giant"
-W6 T_TFBot_Medic_SlowRecharge have been assigned to GRapid soldiers. They used to have a T_TFBot_Medic_QuickUber
-W7 sliced the total amount of heavies to 50. Used to be 70. I also gave them Extended Concherors to increase the push momentum via the increased speed and the Heal-On-Hit.

Link: https://drive.google.com/file/d/1k3JFThD...share_link
Judges in attendance: M1, Package, Nuke, DaMeister
Demo link: https://us-testing.moonlight.tf:27107/de...68.dem.zip

-Giants need to use spawnbot_giant. The walk from the normal spawnbot to the front is far too long.
-There wasn't much advantage pushing. Take notes from the feedback on wave 3.
-Crit snipers should have their icons changed to normal. There should be a few icons to represent that they headshot. The information on whether snipers are alive is more important than that they headshot, since that can be conveyed with an icon.
-Remove the music. We have our own music to listen to.

Wave 1
-The wave is mostly overreliant on uber medics.

Wave 2
-The second and third subwaves should be merged into one (bursts soldiers + bisons + demos + heavies)
-Replace the natascha heavies with regular heavies, as they end up doing very little with their low accuracy.
-The shield medics don't belong on the bisons. They're powerful enough on their own.

Wave 3
-Just outright remove the uber on the shield medics. For future reference, medics popping at a level above around 100 is too high, as it nearly guarantees a pop on anything but a crit scottish resistance demo. Not very fun.
-The shortstops aren't particularly good as advantage pushers. Try taking some notes from cataclysm wave 2/4 and use some giant heavies with uber medics, and make them spawn earlier than after everything dies.
-Tomislav heavies probably shouldn't be normal AI. Make them stock minigun.

Wave 4
-The randomchoice bots aren't balanced at all. Make sure if you use randomchoice that each bot has a similar power level.
-This first subwave hard counters pyro with all of the unapproachable giants and commons.
-The boss does absolutely nothing and should be removed.

Wave 6
-EH snipers aren't very fun. Just replace them with other snipers.

Wave 7
-The wave is mostly hitscan bots, and isn't very fun to fight.
-Replace EH snipers
-Drop GUber shield threshold to 100 or less.
-The boss isn't very interesting and is countered by strafing.
Change log:

All of the giants spawn has been moved to spawnbot_giant
All of the EH snipers been torn to oblivion (it's funny how before you no one said anything about them)
The crit sniper icons have been fixed (they weren't there in first place, it was a suggestion from one of your colleagues)
Boss music removed (I don't get the issue with that, but I removed it)

Added Shield medics to the first set of giants

The subwaves in question have been merged
Shields removed from bisons
Nataschas don't exist anymore

The Giant uber shield medics became giant shield meds.
Shortstops have been replaced to GHeavies with ubermeds, their spawn has been moved as well
Tomislavs became Sashas (stock)

The boss is removed
RandomChoice has been balanced around the bots that do pretty much the same thing

No more EH. No more 19$ cards.

Heavies Has been reduced to 30. The deflectors are stock from now on. Added a subwave with 20 common burst demos and soldiers that are RandomChoiced as well
No more EH snipers
Threshold is now 100
Boss weapon has been replaced to stock, but with same speed as the DH. It should bring back the old Expert AI movement track calculations.

The mission will be tested before resubmitting it, to check if everything works fine.
Updated version:
Change log:
W4: Added 3 Buff Banner rapid fires. Assigned 1 Popper GMed to each Burst fire soldier.
W6 : Assigned Blast + Bullet vaccinators to the Burst demos
W7 : Significantly chopped the amount of heavies. Added common rapid fire + burst soldiers

Updated version:

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