[MISSION] Decoy - Grutesque Getaway

9 Replies, 1354 Views
Advanced Difficulty
6 waves


Cash (bonuses included)
$400 starter
$700 on w1
$700 on w2
$1000 on w3
$700 on w4
$750 on w5
$1300 on w6


-Icons belong to their respective artists.
-Big thanks to all of the playtesters who helped me put this together over a dozen sessions.
-Most recent version is already uploaded on na1.


Major concerns noted during testing:

-Tank HP was consistently too high and was nerfed accordingly, may need more nerfing.

Have fun judging this (-:


Attached Files
.pop   mvm_decoy_adv_grutesque_getaway.pop (Size: 37.14 KB / Downloads: 49)
Judges present:
Mike the Camel (Engineer)
PDA Expert (Spy w1, Pyro w2-6)
randomguy (Scout)
Skin King (Soldier)

NO STRIKE/PASS

Demo: https://us-testing.moonlight.tf:27107/de...13.dem.zip

Overall:
Mission is overall too demanding.
w1:
Alwaysfire pyros are agony as scout, spy and pyro, especially on low cash. Especially agonising for scout because they don't have cash.
w2:
Constant alwaysfire pyro spam with flare pyros is not fun for scout. Or pyro.
The wave also requires too much to be done with the amount of cash you are given when the tank and bot path aren't the same.
w4:
Too brutal.
Changes:

Wave 1:
-AlwaysFire Pyros now have a 1 in 6 chance to come, as opposed to 1 in 2.

Wave 2:
-Tank HP reduced (from 21k to 18k).
-1 Pyro every second was changed to 4 Pyros every 6.5 seconds.
-Adjusted the Pyro randomchoice to have more easier Pyros.

Wave 3:
-Charged Soldier wavespawn before the tank was increased to 16 (from 10).

Wave 4:
-Removed common Pyros from support.
-Removed semi-giant GRU from support. Added Valve template GRUs to replace them.
-Removed rapid fire attributes from flare pyros. They are now Valve template flare pyros.
-The 10 Scouts were nerfed from Jumping Sandman Scout to Super Scout.
-Reduced flanking GRUs maxactive from 6 to 4.
-Mission support Snipers had their desired count reduced from 2 to 1, and their cooldown increased from 20 to 60.
-Tanks were changed from 17.5k x4 to 20k, 17.5k, 15k and 13.3k. Each tank is slightly smaller than the previous one, and very slightly faster.
-Added 5 Giant AlwaysFire Pyros to the wave.
-Added 2 Giant GRUs at the end of the wave.

Wave 5:
-Removed the rocketpush soldiers from the spy subwave.
-Removed the conch soldiers from the second subwave; replaced with rocketpush Soldiers.
-Greatly reduced the amount of direct hit soldiers on the final subwave.

Wave 6:
-Reduced Boss HP from 40k to 35k.
-Added rage giving scale 0.2 to the boss.
-Increased Waitbetweenspawn on the crit robots from 5 seconds to 8.5.


Attached Files
.pop   mvm_decoy_adv_grutesque_getaway.pop (Size: 40.49 KB / Downloads: 42)
Changes:

Wave 1:
-Added very angry Soldiers to the Pyro subwave.

Wave 2:
-Added 2 Giant Demoknights.

Wave 3:
-Altered many dependencies to improve wave flow.


Attached Files
.pop   mvm_decoy_adv_grutesque_getaway.pop (Size: 42.08 KB / Downloads: 41)
Judges present: egg, pasta, PDA Expert

Verdict: No Strike

Demo: https://us-testing.moonlight.tf:27107/de...86.dem.zip

Overall: Mission is in a good state, minor tweaks needed
Sentry Busters: change cooldown form 20s to 30s (addressed in session)

w1
Buff final sandman, felt out of place. (addressed in session)

w3
steel manlet subwave was unsubstantial in its placing in the wave. Change pacing for the subwave (addressed in session)

w4
Final giant grus took too long to spawn, and as a result the wave dragged. Change the spawn dependency (addressed in session)

w5
the commons in the gru-Gmed subwave were cannon fodder for the most part. The team was stacked against the gmed combos, and the pair didnt last long. this observation could be a team comp issue

w6
replace the charged soldiers with something more substantial. charged soldiers lack any ability to kill on the relatively high cash the wave has. colonels were suggested (addressed in session)
Changes:

Wave 1:
-Added support snipers (normal, desiredcount 2).

Wave 3:
-Changed dependencies.
-Type 2 Demo was changed to a Burst.
-Manlets are now randomchoiced with regular gauntlets.

Wave 5:
-The Giant GRUS were turned into giant shotguns.


Attached Files
.pop   mvm_decoy_adv_grutesque_getaway.pop (Size: 41.72 KB / Downloads: 38)
PASS WITH CHANGES
Judges present: M1, Mike, Skin, egg
Demo link: https://us-testing.moonlight.tf:27107/de...75.dem.zip
https://us-testing.moonlight.tf:27107/de...09.dem.zip
https://us-testing.moonlight.tf:27107/de...53.dem.zip

Wave 1:
-Change the spawn dependency on the armored sandman so he doesn't straggle so hard.

Wave 2:
-Replace demoknights with gheater heavies and add common heaters to support.

Wave 3:
-Make tank 25k health.
-Replace gaunlets with soldiers.

Wave 4:
-Replace giant GRUs with rapid soldiers.

Wave 5:
-Change spy dependency

Overall:
-Since all of these changes were tested already, we know that with these changes, this mission is a pass.
Added requested changes.


Attached Files
.pop   mvm_decoy_adv_grutesque_getaway.pop (Size: 41.41 KB / Downloads: 38)
PASS

Judges present: M1, oddschool, Skin King, PDA Expert

Demo: https://us-testing.moonlight.tf:27107/de...69.dem.zip

This mission will be featured in the next event. Congrat
Nuh uh
(This post was last modified: 12-20-2023, 06:14 PM by M1.)
Adjusted minor issues related to the feedback I've received during the beta, and corrected a cash count issue on wave 2.


Attached Files
.pop   mvm_decoy_adv_grutesque_getaway.pop (Size: 41.38 KB / Downloads: 20)
(This post was last modified: 02-06-2024, 08:34 AM by "I have emails" -David Starkey.)



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