[MISSION] Rottenburg - Windy Windup

27 Replies, 4876 Views
NO STRIKE
Judges in attendance: M1, PDA, Pasta, Skin
Demo link: https://us-testing.moonlight.tf:27107/de...77.dem.zip

Wave 1:
-The pacing was completely murdered after the tank subwave. Consider making the remaining robots spawn in faster.
-The last subwave's scouts should not be normal skill.
-The wave is generally too reliant on uber medics.

Wave 2:
-Add spies

Wave 3:
-Engineer hints seem to be fucked up. It would be best to make them teleport instead of battle engineers.

Wave 4:
-For this wave and wave 5, the mission relies far too heavily on commons. Open areas become impossible to navigate as a result. Consider changing it around so the difficulty comes instead from other sources (mission support, tanks, etc)
-Engineers are spammed way too heavily. I don't know if this applies to later waves because we stopped bothering to kill the engineers after this wave.

Wave 5:
-Same as the previous wave, this wave is overreliant on commons (blast instead of bullet this time).

Wave 6:
-Pyros should not be alwaysfire.
-The scouts do nothing and could potentially have crits.

Overall:
-The general reliance on commons makes the entire mission soldier food. None of the rest of the classes had to do much.
W1: Reduced delay of final subwave; Added another charged crit soldier but removed uber medics from its squad. Also made scouts easy difficulty

W2: Added spies

W3: Removed engineers, didnt have much reason to be there to begin with

W4: Idk why ppl keep saying the telein engineers are spammed too heavily here, their totalcount is literally 2 lmao. Changed it to 1 tho so it doesnt immediately respawn.

W4+W5: Leaving the general structure of these waves unchanged since I still think they're good despite the reliance on commons. For the next judging run can you go without Beggar's? I swear its not as bad as you think it is

W6: Removed alwaysfire on pyros


Attached Files
.pop   mvm_humbridge_b10_adv_windy_windup_judge.pop (Size: 23.3 KB / Downloads: 33)
Some suggestions:

- Use expert airblast pyros if you want to punish soldier stackers (possibly on waves 4 and 5) but be sure to counterbalance it appropriately by removing pyros from other waves.
- Steel gauntlets are another robot that soldier does more poorly on than classes (e.g. heavy and pyro) given their 40% damage resistance.
- You can also use tanks more frequently (and with substantial HP) so that soldier players are forced to leave the front lines and focus on the tank (iirc you only have two tanks in the whole mission).
(This post was last modified: 01-06-2024, 01:05 PM by Pineapple Medals Bot. Edit Reason: Added more ideas )
Quote:For the next judging run can you go without Beggar's?

We produce vanilla content on the harder side of things, our core target audience is very well acquainted with how to use the bazooka. Leaving it out of judging would be a really big mistake on our end, so we won't be entertaining that. If the mission gets eaten by Soldier, it is not because the bazooka is too strong; it's because the mission isn't providing enough food to keep other classes satiated.
(This post was last modified: 01-06-2024, 01:50 AM by "I have emails" -David Starkey.)
W4: Added a 22k HP tank that spawns after the giant demos are killed

W5: Now spawns an extra super scout at the very start of the wave

W4+W5: Toned down common spawns


Attached Files
.pop   mvm_humbridge_b10_adv_windy_windup_judge.pop (Size: 23.65 KB / Downloads: 34)
Verdict : NO STRIKE
Judges present: egg, Floro, Skin King, Frahtcy
Demo link: https://us-testing.moonlight.tf:27107/de...02.dem.zip

Overall: Consider a map port. Rottenburg would be a good fit. The current map suffers from a few issues, such as long sniper sightlines, and long bomb paths which result in pacing issues beyond your control.
Combine both sentry buster wavespawns into one, for simplicity

Wave 3 - Increase cooldown on the spy support. (30s would be an appropriate amount)

Wave 4 - The dragons fury should be normal ai. Remove crits on the 8 scouts. To compensate make them hard ai

Wave 5 - The burst soldiers were unconsequential to players at this cash amount. Replace the 6 burst fires with rapid fire soldiers. Replace the crit burst fires with something more threatening, ( e.g. colonel barrage, bigrock burst)
Ported MISSION to Rottenburg

W3: Changed cooldown of Spies to 30s

W4: Changed DF Pyro AI to Normal. Removed crits on Scouts and changed them to Hard AI. Also slightly changed how they spawn.

W5: Replaced Burst fire soldiers with Rapid Fire soldiers. Replaced Crit Burst fire soldiers with BigRock Burst soldiers, but removed one to compensate.


Attached Files
.pop   mvm_rottenburg_adv_windy_windup_judge.pop (Size: 23.13 KB / Downloads: 34)
(This post was last modified: 01-08-2024, 08:16 PM by Conjo. Edit Reason: wait this isnt a map )
misspelled a template, whoops


Attached Files
.pop   mvm_rottenburg_adv_windy_windup_judge.pop (Size: 23.13 KB / Downloads: 36)
few more last minute changes


Attached Files
.pop   mvm_rottenburg_adv_windy_windup_judge.pop (Size: 23.13 KB / Downloads: 31)
Hi, we judged your mission.

Verdict: Pass with changes
Judges present: egg, Quantum Apple, PDA Expert, Pasta
Demo link: https://us-testing.moonlight.tf:27107/de...02.dem.zip

Overall:
Map port was a success, mission is in a good state and enjoyable state. Good work.

Wave 3:

First 2 Shotguns didn't do much, swap the wave structure a bit, make Gauntlets and Shotguns spawn on the left with Soldiers on the right

Wave 6:

Buff Tank health to 25k instead of 20k

Make Pyros Easy AI and always fire to counter Spy



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