[MISSION] Cyberia RC6A - Windfall

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Mission name: Windfall
Map: mvm_cyberia_rc6a
Difficulty: Expert

Wanted to post this somewhere, I think it turned out good enough to submit here.


Attached Files
.pop   mvm_cyberia_rc6a_exp_windfall.pop (Size: 23.72 KB / Downloads: 20)
(This post was last modified: 12-24-2022, 01:59 AM by conjo.)
THIS WAS NOT A JUDGE RUN

THIS WAS RAN WITH 6 PEOPLE

It was ran to test pacing and major issues any team would get to see

Demo: https://testing.potato.tf/demos/mvm_cybe...315165.zip

(It was played on one of the potato's server but we didnt use any of the changes they provide)

Class Comp:
Medic (No shield no cans)
Scout (No milk)
Sniper (Huntsman)
Engie
Pyro (Phlog)
Soldier (Mangler/Conch)


Overall, this doesn't feel expert, it gives too much leeway for players and would be HEAVILY recommended to just label this as advanced rather than expert. If you are willing to keep it as expert, there's a bit of feedback for most waves on this.

W1

- First subwave can have something more to it -- even popping medics didn't allow them to progress further through.

- Tank subwave would be fine but the tank only seems to serve purpose as a gate breaker rather than something for players to focus on. Consider tweaking the tank health.

W2

- Reoccurring theme. Weak first sub, okay-ish final sub. Tweak out the first subwave to be more threatening as it feels super underwhelming due to how much of a feeling it has as an advanced mission rather than an expert.

W3

- While an okay wave, be wary of the first subwave as it is prone to be super weak against Sniper and Heavy. Should consider either using flank spawn a little more, or maybe even adding spies over with an aggressive cooldown.

W5

- Awkward giant wave. They kind of come and go, especially the first sub. Tanks counter the colonels and rapids just by existing. Needs a retune if you want it to be expert.

W6

- Borderline advanced. Needs some serious retuning if you want this to be an expert finale, as bots even with this much cash up to this point is basically held back to the front still. It also solely relies on the Supers to push through and even then the rest of the bots fail to capitalise on that "advantage".
A small thing to note: This was done on Potato's servers (before the Moonlight test server were updated); so we did practically play the same mission but just with a different boss (and without the additional bots on that finale, whom of which -- seem to likely not have affected the outcome anyway).

To reiterate on W5 feedback:

- The colonels and rapids will more than likely die of self-damage, or  do sufficient enough damage to themselves before they ever reach the players (unless you're a scout and at the front and turning them around but besides the point!). 

An easy suggestion would be to just slap them on the right side spawn to prevent it, on top of avoiding potential stacking of giants behind the tank (but do keep in mind that the map is very forgiving for players the second they're inside the building entrance near the mid upgrade station).

If you are going to rebrand it as Advanced (Up to you entirely if you want to impose these changes), I only really recommend to put your focus on:

- Wave 1's final subwave, would seem a little weak; but depends.

- Wave 2's first subwave. A lot of nothing happening at times, and bots don't have their standard "oomf" to them.

- Keeping Wave 3 as it is for now, though it is heavily advised to test it with players to see if you need to do some action for it (preferably 5 mans, judges will do their thing for 4 mans)

- (OPTIONAL) Potentially a small nerf on wave 4? On top of a small adjustment to the Dragon Fury pyros (MaxVisionRange 800 or so, to prevent them from looking like they're AlwaysFire due to how they think it isn't actually a flamethrower.)

- Minor adjustments on Wave 5 and 6
[Image: yjlNbE5.jpeg]
(This post was last modified: 12-19-2022, 09:21 PM by Mo.)
Alright, made some changes to hopefully fix the problems people were having. As well as buffing credit gain throughout the mission, the following changes have been uploaded:

Wave 1:

- Redid timing of certain wavespawns

- Added Bonk Scout spawns from spawnbot

- Added Iron Gauntlet spawns from spawnbot_tertiary

- Increased health of tank slightly

Wave 2:

- Added Black Box soldiers to first subwave

- Added kritzkrieg medic + heavy combos to make it even more hitscan hell

- Soldier flankers from spawnbot_tertiary are now soldier+kritz medic pairs

- Removed Spies

Wave 3:

- Sniper supports now spawn from spawnbot_mission_sniper_tertiary

- Spies have had their cooldowntime halved

Wave 4:

- Added MaxVisionRange 750 on dragon fury pyros.

Wave 5:

- Redid the first subwave

- Redid demoknight support wavespawns

- Added quick uber medics onto rapid fire soldiers, moved them to spawnbot_secondary

- Moved barrage soldiers to spawnbot_tertiary

- Now has two tanks rather than three

- Increased desiredcount on sniper mission to 4

Wave 6:

- Redid timing on numerous segments

- Removed boss

- Replaced shotgun heavies with shortstop scouts and adjusted their maxactives accordingly

- Added crit scout supports earlier in the wave

The version on testing.potato.tf should be current as well.
Updated the mission again with many more changes that I'm too lazy to list here
Hello,

Please remember to post a link to your thread in the Request Judging thread every time you want your mission to be judged: https://forums.moonlight.tf/showthread.php?tid=17

In addition, updated versions should be attached to your latest forum post to ensure that the judges have the right version. Nothing infuriates the judges more than judging the wrong mission version.

Thanks.
(12-22-2022, 04:48 PM)Pineapple Medals Bot Wrote: Hello,

Please remember to post a link to your thread in the Request Judging thread every time you want your mission to be judged: https://forums.moonlight.tf/showthread.php?tid=17

In addition, updated versions should be attached to your latest forum post to ensure that the judges have the right version. Nothing infuriates the judges more than judging the wrong mission version.

Thanks.
Thanks, sorry just don't exactly know what to do here and am very lazy.


Attached Files
.pop   mvm_cyberia_rc6a_exp_windfall.pop (Size: 24.36 KB / Downloads: 11)
Demo: https://eu-testing.moonlight.tf:27107/de...77.dem.zip

No strike

Team comp:
Pyro
Heavy
Spy
Engi
Scout
Soldier

The mission feels more like an advanced than an expert. Most people agree that this should be rebranded as an advanced, as it would need heavy re-work to pass off as an expert. Give it a slight money buff and call it advanced.
(This post was last modified: 12-23-2022, 07:58 PM by Racist: 76.)
(12-23-2022, 07:57 PM)Racist: 76 Wrote: Demo: https://eu-testing.moonlight.tf:27107/de...77.dem.zip

No strike

Team comp:
Pyro
Heavy
Spy
Engi
Scout
Soldier

The mission feels more like an advanced than an expert. Most people agree that this should be rebranded as an advanced, as it would need heavy re-work to pass off as an expert. Give it a slight money buff and call it advanced.
Do you have a mirror for the demo file? The link seems to be broken. For now though I buffed starting credits to 800, made it Advanced and called it a day.


Attached Files
.pop   mvm_cyberia_rc6a_adv_windfall.pop (Size: 24.36 KB / Downloads: 8)
Sorry the EU machine was restarted and the admin forgot to check if anyone was on the MvM servers. The demo link should work now.



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