Mission Name: Sporulation
Map: Skangus
Difficulty: Expert
Credits:
Quantum Apple - Mission Maker
Bazooks - Map Maker
Map: Skangus
Difficulty: Expert
Credits:
Quantum Apple - Mission Maker
Bazooks - Map Maker
Mission Name: Sporulation
Map: Skangus Difficulty: Expert Credits: Quantum Apple - Mission Maker Bazooks - Map Maker
No strike
Judges present: eyes, Me, DaMno, DaMeister Demo link: https://eu-testing.moonlight.tf:27107/de...57.dem.zip W1: Replace the ubers with quick ubers. The ubers you used were way too punishing for the map that you used. W2: Replace the GRUs with mittens. This change will make you do more stuff rather than just hold M1 against giants. The finale with the conches seemed to straggle a lil bit. Replace the WFAD with WFAS W3: The wave hit the 22 MA botcap. Try to adjust the maxactive of the subwaves. W4: Replace the last Popper with a Regen. There is no need for it to be a Popper, way too punishing for a map such as this one. Change the brass icon to the "nys" icon W5: Your rocket walls used the wrong icon. Use soldier_rocketwall instead. W6: The burst shotguns were a bit too tough. They were oneshotting light classes that had full res. Reduce the bullets per shot. Remove the music, we have our own to listen to
V2 Changelog:
W1: - They were already quickubers so ¯\_(ツ)_/¯ - Changed gshotguns and super scouts to WFAD instead of WFAS from the gbursts - Lowered gheavy waitbeforestarting from 15 -> 8 - Changed bat scouts to main spawn W2: - Phlog pyro amount reduced from 36 -> 18, SpawnCount reduced from 3 -> 2, MaxActive reduced from 12 -> 6, WaitBetweenSpawns increased from 2.5 -> 4 - GRUs changed to mittens - Lowered flame_drag for the big flame pyros from 5 -> 4 (increased range), gave them 1.2 damage bonus - Lowered WaitBetweenSpawns of Big Flame pyros from 21 -> 17 - Conches were already WFAS, lowered WaitBeforeStarting from 22 -> 20.5, lowered WaitBetweenSpawns from 0.65 -> 0.3 - Some now flank from the right :ujel:. These have WaitBeforeStarting of 16.5 - Lowered total conch amount from 20 -> 16 (higher amount could cause 22 max to create stragglers) W3: - Increased tank hp from 16k and 14k -> 17k and 15k - Increased bowmen WaitBetweenSpawns from 5 -> 8, lowered MaxActive from 3 -> 2 - Heavies made all easy ai, increased amount from 35 -> 45, made them support limited - Increased demo amount from 30 -> 40 - Increased Gdf pyro MaxActive from 2 -> 3, increased amount from 5 -> 6, lowered WaitBetweenSpawns from 17 -> 15 W4: - Brass icon changed W5: - Increased engie umed combo WaitBetweenSpawns from 7 -> 8 - Rocketwall icon changed - Increased Gbonk amount from 4 -> 5 - Increased gblast amount from 3 -> 4, lowered WaitBetweenSpawns from 11 -> 10 - Increased shortstop amount from 28 -> 35, decreased maxactive from 13 -> 12 (was over 22 bot cap lol), made ½ normal skill - Lowered rocket wall 1.5 damage bonus to 1.3, lowered projectile speed penalty from 0.65 -> 0.5 - Reduced WaitBetweenSpawns of rocket and grenade walls from 15 -> 12 - Reduced persian SpawnCount from 4 -> 2 W6: - Replaced mittens with armored mittens, lowered amount from 15 -> 6, increased WaitBetweenSpawns from 1 -> 6 - Burst shotgun bullets per shot bonus reduced from 10 -> 4 - Lowered amount of bigrock bursts from 6 -> 5 so you don’t have to go hunting for them up top once everything else dies - Replaced direct hit grapids with gdf pyros - Gave final gmed combos 2 spawn conditions. It waits for all gshotguns to spawn OR waits for all bigrock bursts and gdf pyros to die. Intention is to speed up the final spawns if you’re spawncamping. (This post was last modified: 01-31-2023, 03:20 PM by Quantum Apple.)
No Strike
(This post was last modified: 02-01-2023, 10:25 PM by eyes6526.)
Judges Present: eyes, DaMno, Skin King, PDA Expert Demo: https://us-testing.moonlight.tf:27107/de...33.dem.zip Class Comp: - Scout (Skin) - Soldier (Mo) - Pyro (DaMno) - Heavy (eyes) - Engineer (PDA) Overall: Flank robots are best used on support or on commons. On w4 for example, the robots used for flanking were Giant Soldiers, which, needless to say, are very slow Wave 2: - I personally had no issue with them, but other people found flanks to be boring and annoying to deal with Wave 3: - Everything just feels very spammy with the stream spawning heavies and bot cap being hit as soon as it starts Wave 4: - Colonels flanking made it so the wave had less push force for the bomb to actually progress and made it weaker, see Overall for more Wave 6: - Could revert the changes made to the gmed combos and make them Giant Soldiers again
W3 Changelog:
W1: - Reduce gshotgun WaitBetweenSpawns from 23 -> 15 to compensate for the fact that these are now WFAD instead of WFAS. - Decreased gheavy WaitBeforeStarting from 8 -> 6 W2: - Gave gpyro Tags forcefollowbombpath and noflank - Removed the flanking conches W3: - Locked paths to only right or middle (left path plays much easier due to how teles get set up) - Lowered heavy MaxActive from 8 -> 6, increased spawncount from 1 -> 2, increased WaitBetweenSpawns from 1 -> 2 - Increased Gdf pyro waitbetween from 15 -> 16 W4: - Gave colonels conch to speed them up, WaitBeforeStarting increased from 0 -> 2 - Added 4 gbowmen to increase the push force - Made first brass gmed popper as well W6: - Reverted final gmed combos to direct hit spammers |