[MISSION] Nox - Noble Notoriety

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Hi, we judged your mission.

Verdict: NO STRIKE
Judges present: Randomguy, Skin King, Averagegamer, Floro
Demo link: https://us-testing.moonlight.tf:27107/de...26.dem.zip

Overall:
The mission is in a substantially better state, and we can realistically see this get its first pass on the next judging session, good work.
A few structural issues remain on the waves that had more major issues going on.

Wave 3:
-The ending portion of the wave is still quite underwhelming, consider adding a burst spawn of an actually threatening group of commons to come with the last soldier.
-The bisons still straggle, -1 on total count.
-The tank was fine before, and didn't need a nerf; revert this change.

Wave 5:
-The soldiers still straggle significantly, -8 on total count.
-The rapid bursts straggle, -2 on total count.

Wave 6:
-Wave is extreme heavy food, add things that are able to dislodge him. Common blast & reverse blasts, commons squadded with uber medics (blasts, crit melee, force a nature scouts were suggested with uber medics).

Wave 7:
-The common heavies at the end felt very bland / easy, add more substance to the commons on your final subwave.
-Add a tank to your final subwave (we would suggest in the 28 to 35k range).

Wave 8:
-Final subwave may still be spammy, I will leave it up to the next judging session to get more specifics on whether that should be addressed.
- I'm downgrading this to Advanced before it gets its first pass
- Changed mission name

THE POP MISSION NAME IS NOTORIETY


Wave 1:
- Sydney Support to Regular Sniper
- reduced $100

Wave 2:

Wave 3:
- Reduced first tank health from 23K to 20K
- Reduced first tank health from 20K to 18K
- Sydney Support to Regular Sniper
- reduced $100

Wave 4:
- Sydney Support to Regular Sniper
- all knights are now persians
- reduced $100

Wave 5:
- Reduced tank health from 28K to 25K
- reduced soldiers
- soldiers are now demos
- added more scouts
- soldiers can be seen on second sub

Wave 6:
- sniper to engineer

Wave 7:
- spy to sniper
- Reduced first tank health from 40k to 30k
- added reduced second tank again, from 32K to 33.5K
- added $100
- removed conch support

Wave 8:
- changed boss stats
- spy is now a minigiant similar to the minigiant sniper

I'm pretty sure the verdict system gets reset
(This post was last modified: 01-15-2024, 12:53 PM by dareaperofsouls.)
A difficulty change does not change a mission's passes and / or strikes, it's still the same mission as before.
(01-15-2024, 11:28 AM)da_reaper_kid Wrote: - I'm downgrading this to Advanced before it gets its first pass

Why would you change the mission difficulty and overhaul almost everything when they said it is getting close to acceptance?

Notwithstanding the fact that the advanced mission quota is almost full so your mission may not even make it to the next cut (see: https://forums.moonlight.tf/showthread.php?tid=88).
Strike 2

Demo link: https://us-testing.moonlight.tf:27107/de...14.dem.zip

Judges:
Randomguy (scout)
Skin King (pyro)
Quantum Apple (Engineer)

Other player(s):
Mo (Soldier)


Overall:
None of the previous judging feedback called for a reduction in difficulty, and the changes made are not enough for the mission to be considered advanced. In some cases, the changes were buffs from the expert waves, such as the lowered cash. Revert the mission to its previous state OR consider the following feedback.

- Revert cash nerfs. It just essentially buffs the later waves (which are already too difficult).

W2:
- The gshotguns + buff banners are too strong for an advanced. Gshotguns alone are already very powerful, giving them +35% damage and no fall off is excessive. Remove the banners or at least lower the duration of the buff.

W3:
The df pyros + tanks and the Lasers + umeds + tanks are too much to deal with in their current state due to the bots being able to shoot through the tank. Nerfs to these waves are needed.

W4:
- This wave was essentially buffed from it's expert version. "all knights are now persians" is a huge buff, persians are significantly stronger than regular knights. The gheavies stacking with each other together with the crit gflares at around 2k cash as well make the wave unfitting for an advanced.

W6:
- Changing the snipers to teleporter engineers was a buff in this case. Teleporter engineers OR gheavy+gmed combos work well on their own as a punishing tool, using them TOGETHER is way too much, especially on an advanced mission.

W7:
- The battalions pyros being both airblast AND minigiants are too strong for advanced in their current state. Remove their airblast OR make them non-minigiants.

W8:
- The bosses are not fun or interesting to fight against. The heavy boss "damage causes airblast" 1 is incredibly annoying to deal with since it results in you getting launched across the map if it decides to look at you. The soldier boss has too much hp the chew through if red gets pushed and is overall uninteresting to fight.
Wave 1:
- +$100

Wave 2:
- buff soldiers to regular soldiers
- added crit bat scouts

Wave 3:
- +$100
- removed the second tank
- furies to airblast pyros
- glaser to grapid soldier

Wave 4:
- +$100
- persians to knights
- removed flare pyros
- removed samurais

Wave 5:
- burst demos to regular demos
- brapid to supers

Wave 6:
- removed engineer
- removed concheror
- buff banners are squadded to the gfury
- added scouts
- scouts on second sub are now bat scouts

Wave 7:
- -$100
- removed spy
- pyros dont have batts and minigiant
- tele engies to battle telein engies

Wave 8:
- removed spy
- minigiant sniper are regular sydneys
- removed boss, replaced with x2 dmg deflector instead
- miniboss giga is now regular giga
- added gmed on the hyperdef and giga
- the first three gigas are now grapids

https://www.dropbox.com/scl/fi/k92smdy7b...5ziiq&dl=0
(This post was last modified: 01-17-2024, 02:15 AM by dareaperofsouls.)
Hi, we judged your mission.

Verdict: NO STRIKE
Judges: Quantum Apple, Skin King, Floro
Demo link: https://us-testing.moonlight.tf:27107/de...27.dem.zip

Overall:
We have edited your popfile before judging it: you sent us a population file with rafmod things in it, which systematically bricked our mission launcher, as our server would load your file once nox was done loading. Don't do this again.
The mission felt underwhelming in many aspects; many waves were too easy, or had finales that just didn't have any substanceto them.

Wave 3:
-Reduce the pyro totalcount, they straggle.
-The final subwave was really underwhelming, it didn't really feel like there was much to it. Consider reworking this wave into something that works with the 2nd tank you've removed.

Wave 4:
-The wave is underwhelming because it's really easy. Demoknights are cannon fodder at best, they're only noticeable against classes that only do damage at close range (pyro, spy), and the giants didn't live long enough to do anything noticeable. To be reworked into something more substantial.

Wave 5:
-It's forgettable, generic, we don't have anything to say about it because it's bland, it feels like filler content. This wave needs more focus, at least something like an interesting synergy among a few robots.

Wave 6:
-Same issue as wave 5.

Wave 7:
-Change the backup soldiers to conches.
-Very slightly reduce the final tank's HP.

Wave 8:
-Your finale was extremely underwhelming, we would expect something a lot stronger to come after such a big delay. Consider putting a boss in the place of the med + bigrock burst combo. We would also note that a bigrock burst, or a boss version of that, is already a really overdone trope we've seen on quite a few missions already, we would suggest coming up with something more original than a bigrock burst for a finale.
- waves 5 and 6 are now removed, they dont fit in the mission
- their cash output and bots are spread throughout certain waves
- all waves are slightly buffed due to the change

Wave 3:
- added a subwave
- reduced pyros
- shotguns are now heavies
- removed medics

Wave 4:
- added a subwave
- demoknights are now demos
- first 3 defs have meds
- added soldiers

Wave 7: (wave 5 now)
- batts to conch
- final tank 33.5k to 33k
- engineers to spy
- added bigheals on the rapidfire

Wave 8: (wave 6 now)
- added another subwave
- reworked to be similar to botbash last wave considering this is now w6

https://www.dropbox.com/scl/fi/k92smdy7b...5ziiq&dl=0
(This post was last modified: 01-18-2024, 12:40 PM by dareaperofsouls.)
Hi, we judged your mission.

Verdict: NO STRIKE
Judges present: Pasta, Oddschool, PDA Expert, Floro
Demo link: https://us-testing.moonlight.tf:27107/de...28.dem.zip

Overall:

Many waves felt empty, or felt like they had things missing to them, which made them way too easy.
Many waves lacked any significant pushing force.

If this requires significant reworks once more, we will strike it and move it to the next event cycle; take the time you actually need to make your mission compelling this time.

Wave 3:
-Add your second tank back, and consider making both tanks stronger. This wave doesn't have any pushing force aside from its tanks, use them.
-Your scouts should be easy AI or melee, and your heavies should be normal AI.


Wave 4:
-Wave is overall too easy, it's soldier food. Things are just way too clustered, too many cannon fodder robots that are easy to dodge.
-Consider replacing your common heavies with burst spawns of common hard deflectors on each flank side.
-Consider upgrading your giant df pyros to something stronger.
-Consider adding more uber medics.

Wave 5:
-Wave felt empty, it really didn't have a lot of substance to it.
-The tank felt like it wasn't much, make it 35k at least.
-The commons felt totally insufficient for the large amount of cash you have for this wave. There are not enough of them, and the ones that are there are weak.
-The giant soldiers were okay, 3 burst demos is just insufficient. Add more substantial giants.

Wave 6:
-Same issue as wave 5, it's overall insufficient, there isn't much substance to the wave.
-The giants are just way too easy. Considering they're the whole wave, that makes the entire wave pretty boring.
-The tank didn't do anything once again. Consider adding health to it, or more tank(s).
-The supports could have worked if the wave actually pushed, but it didn't. Consider squadding your heavies with a medic of some kind (uber / popping bigheal).
Since the advanced mission quota has been filled for the next event, this mission submission will be deferred to the following event.

This mission is now on zero strikes. The judges may choose (at their discretion) to pause judging this submission until the next event cycle officially starts.



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