[MISSION] Waterfront - Diode Charge

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Mission: Diode Charge
Map: Waterfront
Difficulty: Intermediate (Endurance, 3 waves)

Credits

- Collaboration of the mission was made by Me and Evemena
- Map created by signalmax
- Icons by their respective owners
- Any tester(s) who have previously participated in the missions test cycles (3 mans)
- Lite, for the blimp script
Notes

- Contains a small amount of vscript within the popfile

Personal request

- Albeit super low priority, I would want to have at least one 4 man session to gauge the wave length, in case the waves are too short -- it isn't super necessary, but I would love at least one session to exist, thanks!


Attached Files
.pop   mvm_waterfront_rc3_int_diode_charge.pop (Size: 53.88 KB / Downloads: 50)
[Image: yjlNbE5.jpeg]
(This post was last modified: 02-10-2024, 06:33 PM by Mo.)
Diode Charge V1.69

W3

- Slightly revamped the first subwave. A blimp is spawned alongside with Mobber/Pusher bots that don't have the bomb with them, lowered TeleIn tank HP to compensate as well

- Added an extra subwave

Blimp script should be available on the testing servers, and assets for the blimp are in the attachments of this post below (can't actually upload .nut files via attachments).


Attached Files
.zip   BLIMP.zip (Size: 844.68 KB / Downloads: 32)
[Image: yjlNbE5.jpeg]
Hi, we judged your mission.

Verdict: NO STRIKE (First run)
Judges present: Egg, Oddschool, Floro
Demo link: https://us-testing.moonlight.tf:27107/de...11.dem.zip

Overall:
The mission is very demanding for an intermediate. While we understand this is intended, many of the issues we had with the mission would not be present if this wa labeled as an advanced. If you would want to keep the intermediate difficulty label, we would suggest you tone down the overall difficulty of your mission.

Wave 2:
-The gheater subwave was spammy, we suggest removing the cow mangler soldiers, or replacing them with meatshield / cannon fodder robots.
-The breaks weren't significant enough in between each subwaves with changing bomb paths - give players more time before spawning in robots to accomodate to the changed bomb path.
-The scout conch subwave had too many things going on, we suggest either removing the engineer support and / or the conch soldiers.

Wave 3:
-The blimp subwave was not fun, too many things going on at once, it lacks focus and clarity. All 3 judges agree that the previous version of this subwave, the spawn-in tank alone, is more fun; less is more. If you want to keep the blimp, we would suggest you wipe out the bots coming with the tanks entirely.
oddschool: if you would prefer keeping some of the bots, then at least halve the bot spawns.
Diode V2

W2

- Removed Engi support

- Adjusted a subwave (GScout/Scout commons/Conch subwave waits for the GBuff/Bushwacka/Scouts finish dying before they spawn, also the break is slightly longer and bots don't spawn instantly)

W3

- Telein Tank spawns alone again

- Blimp spawns alone w/ the mobbing commons now, adjusted speed and HP to compensate

- While not halved, but bot spawns are reduced a little for burst demos for the blimp subwave (4 > 8 Spawncount/Maxactive, to 3 > 6)

- Slight HP reduction Chief Blast Demo was added (24k > 21.5k)

Popfile in attachments below


Attached Files
.pop   mvm_waterfront_rc3_int_diode_charge.pop (Size: 58.27 KB / Downloads: 39)
[Image: yjlNbE5.jpeg]
Hi, we judged your mission.

Verdict: PASS 1
Demo link: https://us-testing.moonlight.tf:27107/de...93.dem.zip
Judges present: M1, Floro, Averagegamer

Overall:
Mission is in a good state as it is, good work.

Wave 1:
Adjust totalcount on GRU Heavies, slight straggling issue.

Wave 2:
Watch for complaints about a hidden common super scout icon; add the icon if it does turn out to be an issue.
(This post was last modified: 12-12-2023, 03:27 AM by "I have emails" -David Starkey.)
W1

- Reduced TotalCount on the stream wavespawn of GRUs (also changed their names idk)
[Image: yjlNbE5.jpeg]
Judges present:

randomguy (Scout)
Skin King (Soldier)
Yoovy (Engineer)

Demo: https://us-testing.moonlight.tf:27107/de...96.dem.zip

PASS 2 WITH CHANGE

w1:
Maybe remove one of the support snipers, makes hatchhold a bit too much trolly.
W1

- Reduced DesiredCount of snipers from 2 to 1

Popfile is in attachments below, may add cosmetic changes in the future for the mission (voice lines lol).


Attached Files
.pop   mvm_waterfront_rc3_int_diode_charge.pop (Size: 55.43 KB / Downloads: 50)
[Image: yjlNbE5.jpeg]
(This post was last modified: 01-28-2024, 12:45 AM by Mo. Edit Reason: In case you for some reason ignore the most recent post. )
Another day another adjustment.

General

- Tidied up popfile, removed unused templates, etc.

- Dripped out some bots

Popfile in attachments below


Attached Files
.pop   mvm_waterfront_rc3_int_diode_charge.pop (Size: 55.43 KB / Downloads: 22)
[Image: yjlNbE5.jpeg]
Bump. Pop & Nut file are in attachments below for convenience in case no one (for some reason) seems to grab the assets from the testing server(s)
Also when will people realise that this is a collaboration between me and Evemena?


Attached Files
.zip   POP AND NUT.zip (Size: 9.68 KB / Downloads: 24)
.zip   BLIMP.zip (Size: 844.68 KB / Downloads: 23)
[Image: yjlNbE5.jpeg]
(This post was last modified: 02-10-2024, 06:30 PM by Mo. Edit Reason: In case blimp.zip is forgotten about.... )



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