[MISSION] Steep - Catastrophic Carnage

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Hi, we judged version 14 of your mission.

Verdict: STRIKE 1
Judges present: Egg, Frahtcy, Randomguy, Floro
Demo link: https://us-testing.moonlight.tf:27107/de...63.dem.zip

Overall:

The waves were incredibly long for a 7-waver, each of them taking over 5 minutes, despite a few of them having been played at front the majority of the time; many subwaves vastly overstayed their welcome, and should either be trimmed quite a bit, or cut off entirely.
Most waves had a very high dps demand that a team of 4 players could not possibly meet, on top of a very large amount of medics which were either essentially guaranteed to pop around backup soldiers (wave 2), or made the final boss quite literally impossible to play (wave 7). The trimming shouldn't just be done to shorten the waves, it should also be done to have the mission fit its difficulty label.
We found that a few bots had inexplicably unusual properties. Too many hitscan robots being expert for no apparent reason, and too many soldiers being easy which ultimately ended up being little more than filler. The 450 HP shotgun heavies (can be made bigger to convey more clearly their increased HP) and the increased HP on the rapid fire soldiers were also very confusing. Don't add random attribute changes unless you can clearly convey a clear expectation of that to your players.

Wave 1:
The wave seems to be a big dps check, due to how much HP the bots have altogether. We suggest either removing umeds, decreasing the amount of steel gauntlets and / or scrapping crit bat scouts.

Wave 2:
The combination of battalions and ubers was very overwhelming, since the battalions in question force the ubers to pop, no matter what you try to use.

Wave 3:
Long and uninteresting wave that was way too long even when the majority of our time was spent on the front and also somehow being easier than the previous 2.

Wave 4:
The whole part with main wave spies, and supers pushing alongside with them was too overwhelming, because there were no way, that one could even try to bodyblock them, without being backstabbed or knocked away by the scorchers. Wave difficulty took a big nose dive past that section.

Wave 5:
Trim it, too long.

Wave 6:
Changing the attributes of Valve template bots is not a good idea, especially if you are going to use exactly the same icons.

Wave 7:
We could not put a single dent into that boss, and didn't want to give it more than one try after the slog that was the rest of the mission. The medic spam makes that boss flat out untouchable without some form of high melee or untyped damage. Wave should be scrapped to the benefit of a more interesting concept than medic spam making the wave unbeatable.
(This post was last modified: 12-10-2023, 11:58 AM by "I have emails" -David Starkey.)

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RE: [MISSION] Steep - Catastrophic Carnage - by Floro - 12-09-2023, 10:20 PM



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