STRIKE ONE
Judges in attendance: M1, Floro, randomguy, Skin King
Demo link is broken atm. Will hopefully be up soon.
Overall:
-You are using WAY too many custom robots. Less is more, and you risk the players being unable to anticipate the challenges ahead in any way with the number of custom robots. In the future, consider the following advice.
Quote:When designing your own custom bots, there are a few things to consider. First things first and probably the most important thing: Don't use custom bots for the sake of using custom bots! When people start to design their own first few missions, it's almost a guarantee that it's filled to the brim with custom bots. Even I'm guilty of this. But this isn't necessary in the slightest.
A custom bot is mostly made to fill in a niche that other bots don't fit in. A good mission designer finds a good balance between the usage of custom bots and standard bots. Just because you have the possibility to use a lot of custom bots, it isn't necessary to do so. The official bot roster is already diverse enough to make an enjoyable mission out of it.
For example, my advanced Sequoia mission uses only 9 custom bots throughout 7 waves, while my expert Quetzal mission only uses 6 throughout 7 waves. And I consider them to be two of my best missions I've ever created. Even a lot of people find those missions enjoyable.
So when you start to create your own bots, take these things into consideration:
Is the bot enjoyable to fight against?
Are the bot's mechanics easy to read?
Is the bot consistent in comparison to other bots?
-Many of the regen custom robots are unnecessary and not properly communicated. Consider removing them.
-Experts really should not be endurance length. It prevents the wave from being a coherent push-punish combination that makes playing an expert so memorable.
-The mission should not have EventPopFile Halloween, as obscuring the wave with "Wave 666" is unhelpful. This is hard coded in the game and cannot be avoided with any amount of vscripting.
-Include a vscript file that removes crumpkins in the future (ask me to make it, it's not hard).
-Not a gripe with the mission itself, but underworld has a major nav issue that makes many giants get stuck near the left-side pit.
-We were a little uneasy with striking the mission. You're able to take advice well, but the mission is currently in a far-from-passable state.
Wave 1:
-Unlimited conch support is a band-aid fix to the problem of insane pacing issues. Once you've been pushed, the bots take large breaks and then follow it up with big, singular pushing forces. Remove them and try to figure out a better way around the pacing issue.
-The back scatters don't make the issue of hitscan hell any better. You can't walk anywhere.
-The soldier subwave does absolutely nothing because the scouts have no opportunity to pick up the bomb. Throw them in the same spawn as the soldiers.
-Cabers and steels should not be randomchoiced. They have massively different power levels.
-The giant soldier and giant armored sandman section has very little difficulty from anything but health. Add some heavier hitting robots to make it interesting.
-The wave in general has no punish. There are no uber medics to force a team to play together or play forward, and the tank is sent early enough to never punish the player. Getting pushed is more useful than it is detrimental.
Note: we had to panic through the last section because of connection issues.
Wave 2:
-The regen on the pyros doesn't really do anything. You could add medics to it instead. Floro suggests a popping bigheal.
-The icon for regen pyros suggests heal on kill, which would be a lot stronger. Also a possible suggestion to change the pyros (replace passive regen with restore all health on kill).
-The scatter bonks and the shortstops are more hitscan hell and are not interesting to play around. Try not to mess with player expectations with AI and wavebars.
-The crit on kill on the heavies doesn't really do anything. Crit on kill only works on giants.
-If you're going to have permanent backup pyros, you should instead throw the banner on the boss itself.
-The boss was not interesting since counterplay involved using heal on hit and bodyblocking. The flame range made kiting the AI impossible.
-The boss's heal on kill doesn't help at all.
Wave 3:
-The giant kritz medics should have IgnoreEnemies. In its current state it's just "go pyro or hug it"
-The mission support spies are completely BS. It unfairly punishes any class that doesn't do burst damage (read: pyro and engineer)
-The sandman + heavy subwave drags on FOREVER. It reached the point where we panicked through it because it lasted so long.
-The sandmans should not have the look velocity attribute applied to it. It's random and is not properly communicated to the player.
-Grapple heavies are a tired, worn out gimmick. They don't work here.
-The final demos have arbitrary health increases as compared to regular template knights.
-The last demo SHOULD NOT have permanent immunity to all but melee. We immediately panicked through it.