[MISSION] Rottenburg - Windy Windup

27 Replies, 4987 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.

Messages In This Thread
[MISSION] Rottenburg - Windy Windup - by Conjo - 05-26-2023, 06:35 PM
RE: [MISSION] Humbridge B8 - Windy Windup - by M1 - 01-05-2024, 07:36 PM
RE: [MISSION] Rottenburg - Windy Windup - by M1 - 01-10-2024, 09:14 PM



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