[MISSION] Doppler - Metallic Madness

18 Replies, 2658 Views
(12-30-2023, 10:25 PM)Retrowave Wrote:
(12-30-2023, 07:30 PM)Floro Wrote: Hi, we judged your mission.

Verdict: NO STRIKE
Judges present: Pasta, Yoovy, Floro
Demo Link: https://us-testing.moonlight.tf:27107/de...72.dem.zip

Overall:
The mission isn't in a bad state at the moment, it just needs a few tweaks.

Wave 4:
-Wave softlocks over a dummy phlog pyro wavespawn, please make it functional. ("make the firstspawnoutput of the wavespawn in question into a initwaveoutput and just put it in the wave block of the given wave" -feedback from pda)

Wave 6:
-3 bigrock bursts make for an unoriginal finale. Make it more interesting.
-The common deflectors straggle at the end, I'd suggest making them a burst spawn of 10 (spawncount 10, totalcount 10).

PS: One of the judges switched classes on wave 6 because he didn't want to play engineer anymore
Changes I made:

Wave 4:
-Made the timeless bomb spawnoutput it's own wavespawn entity so the funny glithy spawn in the outside zone would be
less of a pain (I forgot to do this on this wave lol).

Wave 6:
-Made small Deflectors burst spawn (like Floro suggested).
-Turned Giga Burst Soldiers into Giga Burst Demomen to be more original.
Changes I made:

Wave 6:
-Tweaked Giga Burst Demos a bit.


Attached Files
.pop   mvm_doppler_b12_adv_metallic_madness.pop (Size: 89.78 KB / Downloads: 39)
Hi, we judged your mission.

Verdict: PASS WITH CHANGES
Judges present: Pasta, Egg, Floro
Demo link: https://us-testing.moonlight.tf:27107/de...60.dem.zip

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

Wave 3:
-Pasta : change waitforalldead on pyros so the other subwave spawns faster
(01-02-2024, 05:41 PM)Floro Wrote: Hi, we judged your mission.

Verdict: PASS WITH CHANGES
Judges present: Pasta, Egg, Floro
Demo link: https://us-testing.moonlight.tf:27107/de...60.dem.zip

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

Wave 3:
-Pasta :  change waitforalldead on pyros so the other subwave spawns faster
Changes I made:

Wave 3:
-Removed 6 pyros (mind you that in the demo that like 2-3 pyros were still behind due to gate cap, but I'll do
this just in case.).


Attached Files
.pop   mvm_doppler_b12_adv_metallic_madness.pop (Size: 89.78 KB / Downloads: 38)
Hi, we judged your mission.

Verdict: NO STRIKE
Judges present: Oddschool, Yoovy, PDA Expert
Demo link: https://us-testing.moonlight.tf:27107/de...79.dem.zip

Overall:
Nothing particularly noteworthy; look at the demo for details on the issues that were found.

Wave 3:
-The tank does nothing; consider making it a giant punchie with a lot of health of sorts. If you really don't want it to attack players, give it the mantreads and make it jump.

Wave 5:
-The gate boss should be the only thing capturing the gate on the first subwave, remove the shotguns.
-Use the stock force a nature for your giant force a nature, rather than the valve template force a nature.

Wave 6:
-The last subwave does nothing, remove it (the 3 burst demos at the very end).
(01-03-2024, 07:03 PM)Floro Wrote: Hi, we judged your mission.

Verdict: NO STRIKE
Judges present: Oddschool, Yoovy, PDA Expert
Demo link: https://us-testing.moonlight.tf:27107/de...79.dem.zip

Overall:
Nothing particularly noteworthy; look at the demo for details on the issues that were found.

Wave 3:
-The tank does nothing; consider making it a giant punchie with a lot of health of sorts. If you really don't want it to attack players, give it the mantreads and make it jump.

Wave 5:
-The gate boss should be the only thing capturing the gate on the first subwave, remove the shotguns.
-Use the stock force a nature for your giant force a nature, rather than the valve template force a nature.

Wave 6:
-The last subwave does nothing, remove it (the 3 burst demos at the very end).
Changes I made:

Wave 3:
-Replaced Gate Tank Soldier boss with a new boss......BANANA BOB!
He's basically a ghuo-long heatermaker boss that shoots nothing but still has the fire ring.
He could actually move around players (+ with the fire ring) making harder to body block.
He also has 10k hp instead of 9K hp (a slight buff since gheavies move slower than gsoldiers.).

Wave 5:
-Fixed bug where one of the bug a resettable.
-Made "Steel Sluggers" into bomb bots (I also gave them cool hats to wear.).
-I also gave gburst shotgun hoovies different coesmetics (I wanted to make them look like Jotaro lol.).
-I will not remove the traditional gFANs (yoovy eat your heart out.).

Wave 6:
-Made the maxactive on the colonels + umeds 4->8 (with a waitbetween of 30).
-Mixed the giga burst demo subwave in with the gbrass + gregen subwave to not only speed up the wave, but to buff both subwaves (they start once the gatebot gburst rapid demos die.).


Attached Files
.pop   mvm_doppler_b12_adv_metallic_madness.pop (Size: 89.13 KB / Downloads: 36)
PASS WITH CHANGES
Judges in attendance: M1, Skin, eyes, PDA
Demo link: https://us-testing.moonlight.tf:27107/de...22.dem.zip

Wave 1:
-The commons straggled near the end and should be placed in support limited.

Wave 3:
-Increase the maxactive on the demo squads to 7.
-Increase the stand-in tank's base ring of fire damage via the "ring of fire while aiming" attribute. Setting the value of the attribute to 50 for example, would make the ring of fire itself deal 50 damage.

Wave 4:
-Reduce the skill of the phlog pyros to normal.

Wave 5:
-Make the FaN scouts spawn before the shotgun heavies so they have a chance to carry the bomb.

Wave 6:
-Make the uber medics on the rapid burst demos quickubers instead of full duration.

This mission will be featured in the next event, congratulations!
Changes I made:

Wave 1:
-Made common soldiers support limited.
-Made common scouts support limited.
-Made cola bat scouts support limited.

Wave 3:
-Changed Banana Bob's Icon to tank_ring due to potential misleading with the tank fire vac icon. (thx randomguy)
-Made Fire Ring on Banana Bob do 50 damage on contact.
-Also I can't bump up the maxactive of the gburst demos because each have 2 meds and it'll mess the wave structure & icons up.

Wave 4:
-Nerfed Phlog Pyros to Normal ai.

Wave 5:
-Made GFANS spawn before Sluggers. (I forgot to do it last time whoops).

Wave 6:
-Gave GRapid Burst demos quick uber meds instead.

Current Version is already uploaded.
Changes I made:

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

Wave 1:
-Changed the name of the cola scouts to "cola bat scouts" to not get players mixed up
with the ones on wave 6.

Current Version is uploaded to the server.
(01-15-2024, 06:20 AM)Retrowave Wrote: Changes I made:

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

Wave 1:
-Changed the name of the cola scouts to "cola bat scouts" to not get players mixed up
with the ones on wave 6.

Current Version is uploaded to the server.
Changes I made:

General:
-Uploading file here for M1.


Attached Files
.pop   mvm_doppler_b12_adv_metallic_madness.pop (Size: 89.57 KB / Downloads: 26)



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