[MISSION] Tensai - Sushi Sunrise

11 Replies, 1878 Views
Mission name: Sushi Sunrise
Map: Tensai
Difficulty: intermediate
Mission type: invasion
Current Version: Version 4

Credits:
Retrowave(Myself): for making the mission & the waves.
Dayal: For making the map.
Potato & moonlight mvm communities: for the custom icons & testing the mission during the early stages.


Attached Files
.pop   mvm_tensai_rc3_int_sushi_sunrise.pop (Size: 41.29 KB / Downloads: 83)
(This post was last modified: 01-03-2024, 03:33 AM by Retrowave.)
My test restrictions:
-Run without medic shield at least once.
-Run without heavy at least once.
-Run with out sniper and/or spy at least once.
Judges present:
randomguy (it's my first day) (Scout)
egg (Pyro)
Skin King (Soldier)

Demo: https://us-testing.moonlight.tf:27107/de...24.dem.zip

NO STRIKE

w1:
Felt fine, but keep in mind that engies may end up building buildings if their squadmates die.
Skin King: Maybe make the rapid fire a WaitForAllSpawned with a delay.
egg: Felt too easy.
w2:
egg: Last pyro felt like it came in a bit late. (minor since it's WaitForAllSpawned + WaitBeforeStarting 0)
w3:
Wave was fine, but it felt like there were a few too many solo conch gauntlets, making it drag a bit.
^Skin King/egg: Remove 3-4 conch gauntlets.
w4:
Good wave.
w5:
Wave felt a bit easy aside from the ending, but keep in mind that we didn't have to deal with any of the telein teleporter engies.
w6:
Good wave.
(This post was last modified: 12-09-2023, 10:45 PM by randomguy. Edit Reason: forgot demo link )
(12-09-2023, 10:43 PM)randomguy Wrote: Judges present:
randomguy (it's my first day) (Scout)
egg (Pyro)
Skin King (Soldier)

Demo: https://us-testing.moonlight.tf:27107/de...24.dem.zip

NO STRIKE

w1:
Felt fine, but keep in mind that engies may end up building buildings if their squadmates die.
Skin King: Maybe make the rapid fire a WaitForAllSpawned with a delay.
egg: Felt too easy.
w2:
egg: Last pyro felt like it came in a bit late. (minor since it's WaitForAllSpawned + WaitBeforeStarting 0)
w3:
Wave was fine, but it felt like there were a few too many solo conch gauntlets, making it drag a bit.
^Skin King/egg: Remove 3-4 conch gauntlets.
w4:
Good wave.
w5:
Wave felt a bit easy aside from the ending, but keep in mind that we didn't have to deal with any of the telein teleporter engies.
w6:
Good wave.
Changes I made:

Wave 1:
-Made grapid + meds wait for allspawn with a waitbefore of 7 secs.
-Made scouts not a bunch of randomchoice scouts and instead just easy ai normal scouts.
-Made continues punchie support throughout the entire wave.

Wave 2:
-Removed 6 demos to speedup gpyro spawn.

Wave 3:
-Removed 4 conch gauntlets.

Wave 4:
-Added Sniper Support.

Wave 5:
-Changed up the wave entirely so that it's more fun.
-Added spy support.


Attached Files
.pop   mvm_tensai_rc3_int_sushi_sunrise.pop (Size: 37.88 KB / Downloads: 35)
(nostrike)
Judges: Floro, Skin, Pasta
https://us-testing.moonlight.tf:27107/de...97.dem.zip

Overall: A bit easy for an int

w4: Issue with the path nodes still being active and the ending being similar to w1

w5: Had a weak ending with the commons

w6: Boss and commons posed hardly a threat (too easy, bland, engineer food)
(This post was last modified: 12-30-2023, 08:14 PM by Skin King.)
(12-30-2023, 08:07 PM)Skin King Wrote: (nostrike)
Judges: Floro, Skin, Pasta
https://us-testing.moonlight.tf:27107/de...97.dem.zip

Overall: A bit easy for an int

w4: Issue with the path nodes still being active and the ending being similar to w1

w5: Had a weak ending with the commons

w6: Boss and commons posed hardly a threat (too easy, bland, engineer food)
Changes I made:

Wave 4:
-Fixed the path node thing showing up by simple re-entering it, so I must've spelt it wrong by accident (tell me or dm me if the problem persists).
-Changed the ending to have a gblackboxes with 3 small popper meds with them.

Wave 5:
-Slightly buffed the wave 5 ending by making the shotgun heavies into cola soda popper scouts.

Wave 6:
-Buffed the boss and buffed the support that arrives with it. bat scouts->normal ai scouts, attendant pyros->backburner
pyros, & flare pyros->phlog pyros


Attached Files
.pop   mvm_tensai_rc3_int_sushi_sunrise.pop (Size: 38.66 KB / Downloads: 39)
Hi, we judged your mission.

Verdict: PASS WITH CHANGES
Judges present: Randomguy, Skin King,Floro
Demo link: https://us-testing.moonlight.tf:27107/de...01.dem.zip

Overall:
Mission is in a passable state, good work.

Wave 5:
-straggling issues, wave wasn't pushing (issues fixed live, mission maker present for judging).

Wave 6:
-neon pyro filler subwave that didn't do much ought to be changed to something of more substance (issues fixed live, mission maker present for judging).
Changes I made:

General:
-Renamed the dh buff soldiers to "Extended Buff Direct Hit Solly" for character space.

Wave 5:
-Replaced buff soldiers with direct hit buff soldiers.
-Replaced Gauntlets with Conch Gauntlets.

Wave 6:
-Replaced neon pyros with fan scouts.
-Replaced regular demos with Burst demos.
-Replaced soldiers with direct hit buff soldiers.
-Replaced push gauntlets with Rapid Fire Bowmen.
-Gave bisons alwayscrit.
-Gave gscatter bomb demo alwayscrit.
-Replaced gdeflector with a g-HOK-deflector.
Verdict: Pass 2
Demo: https://us-testing.moonlight.tf:27107/de...26.dem.zip
Judges Present: Yoovy, egg, Pasta

Scout (Yoovy)
Pyro (egg)
Soldier (Pasta)

Overall:
-Pretty good, grats on getting into the event
Changes I made:

General:
Gave default sniper bots cool clothes, the awper hand, and named them "Hitmann".

Current Version is uploaded to the server.



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