[MISSION] Oilrig - Oil Overflow

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Mission : Oil Overflow
Map: Oilrig
Difficulty : Expert (7 waves)

Credits:
-Tamari for the map
-Icons owned by their respective owners
-Bunch of random nobodies who tested the mission

Notes:
-Contains a small amount of vscript within the popfile
-The asset file will be available only after pass. Always assume, that the latest version is uploaded.

Personal request:
DO NOT play spy on judging sessions, in order to get the most accurate waves diff.
Hi, we judged your mission.

Verdict: NO STRIKE (FIRST RUN)
Judges present: Egg, Pasta, Floro
Demo link: https://us-testing.moonlight.tf:27107/de...73.dem.zip

Overall:
The mission needs a couple of significant adjustments to be in a passable state.

Wave 1:
-Adjust total count on support blast soldiers and bowmen so as to have more of them drop cash.
-Remove one mittens kritzkrieg squad.

Wave 2:
-The backups stack, one is enough. Mission was in a much better state when it was one soldier squadded with 8 heavies.
-The burst support heavy spawn is too much. Squad the heavies back with the giant backup.
-Consider removing / reducing the blast radius bonus on the nuker demos. The instakill aspect of it is fine, the easy team wipe in one hit isn't.

Wave 4:
-The sandmans didn't do much. Consider stronger robots.

Wave 5:
-Overall too easy and too short. Consider adding an extra subwave or two that adds to the challenge of the wave.
-Support df pyros don't drop cash for long enough, adjust total count.
-Nukers should shoot slightly slower.

Wave 6:
-We do not believe hard AI pistol scouts is a good idea, consider switching it to a scattergun / minigun of sorts.

Wave 7:
The boss spawned stuck inside a wall, he was completely unable to move; to be fixed before requesting another judging session.
Overall: The whole popfile suffered from a poor cash distribution between the bots. It is fixed now, and every bot will drop cash.

Wave 1:
-The supports drop cash now
-Squad removed

Wave 2:
-Blast radius bonus removed
-The Backup + Heavy stack is back

Wave 4:
-Replaced with Extended Concherors

Wave 5:
-One giant and common subwave added
-Support DF drop cash now
-Nukers fire rate is changed

Wave 6:
-Pistols are normal AI now

Wave 7:
-Where "behind" is now removed, the brotherhood of scouts will spawn normally.

Latest version of templates and mission are uploaded.

-Personal request:
HMU when you will judge it, so I can join the session and apply the changes instantly and/or fix the popfile if it goes autistic.
The spy restriction still applies.
(This post was last modified: 01-05-2024, 07:06 PM by ✪ FraHtcy3.)
NO STRIKE
Judges in attendance: M1, egg, PDA, randomguy, Skin
Demo link: https://us-testing.moonlight.tf:27107/de...67.dem.zip

Overall:
-Randomchoiced Sentry Busters don't show up at the top of the screen when they spawn. Please make them not randomchoice.

Wave 2:
-Reduce the firing speed on the nukers

Wave 3:
-For the first subwave with the rocket wall, make some of the commons spawn on the left.

Wave 4:
-Remove the snipers/get rid of their crits

Wave 5:
-Make the gmeds into regen

Wave 6:
-The wave was engie food--consider buffing the reverse blast to have increased damage vs buildings
-Remove the snipers/get rid of their crits
-Swap the pistol scouts with scattergun scouts
-Reduce the pyro AI level to normal

Wave 7:
-The bosses don't do anything
-The lack of reasonable medium-to-long range threats made the wave feel like a shoot-em-up. Consider adding snipers, spies, and more threatening giants
(This post was last modified: 01-08-2024, 01:05 AM by randomguy. Edit Reason: forgot overall )
Overall:

-RandomChoice is removed.
-About the headshot snipers, I will not remove them right now, first, I wanna see how they'll work out with the nerfs that I gave to them. If they'll be still aids EVEN AFTER NERF, I'll gladly get rid of them.

Wave 2:
-Fire rate adjusted

Wave 3:
-I think you meant on the right, because the Rocket Wall had "spawnbot_right" while the commons had "spawnbot_left" (that's also what PDA said). The DF pyros now appear from right.

Wave 4:
-See "Overall"

Wave 5:
-Poppers are now Regens

Wave 6:
-The reverse blasts now have the increased dmg vs buildings
-See "Overall"
-Fine, I will make them scatters
-AI reduced

Wave 7:
-The bosses now have increased damage and a bigger health regen, also they don't spawn in the beginning, but rather in the middle.
-Replaced GBurst demos with AlwaysCrit Colonel Barrages.
-Added spies

The latest version is uploaded. The requests and restrictions still apply.
(This post was last modified: 01-08-2024, 02:45 PM by ✪ FraHtcy3.)
Hi, we judged your mission.

Verdict: PASS WITH CHANGES
Judges present: Pasta, Mike, Oddschool, Floro
Demo link: https://us-testing.moonlight.tf:27107/de...36.dem.zip

Overall:
Mission is in a good state, good work.
-Replace headshot shot snipers with sydney snipers (potentially with buffed cooldowns & desiredcounts).

Wave 6:
-Squad the laserwalls with 3 quick ubers each. Make sure to adjust the totalcount on support wavespawns accordingly, so as to not run into 22 bot cap issues.

Wave 7:
-Make the scouts move considerably slower.
Overall:
-Headshots are gone, they won't have a happy ending.

Wave 5:
-While spectating your game, I've noticed that the 24 scouts were straggling towards the end of the wave. They're now support limited.

Wave 6:
-Based on my own observation while spectating your game, the last Laser Wall was straggling. 1 Laser Wall was removed
-Quick ubers assigned to Laser Walls
-Added the airblast icon to the pyros

Wave 7:
-The scout bosses will now have the same move speed as the armored sandmen. Used to be same as regular scout.

The latest versions of templates and popfile are uploaded. You can proceed for the second judge run.
Pass with changes (GRATS)

Demo Link: https://us-testing.moonlight.tf:27107/de...18.dem.zip

Judges Present:
- PDA (scout/spy)
- Egg (soldier)
- Quantum (Pyro)
- Randomguy (Engineer)(Replaced PDA for rejudging wave changes)

W3:
- Lower the amount of commons in the final subwave to reduce the amount of stragglers

W5:
- Overall, the giants just came out too fast this wave, leading to the giants stacking and just steamrolling everyone.
- Space out the gsmg+gmed combos more, and remove 1 squad
- Increase the WaitBeforeStarting of the gbatts
W3:
-Lowered from 52 scouts to 44

W5:
-Added the WaitBeforeStarting to the batts
-1 squad removed

W7:
-Fixed the wrong voiceline being played on the colonels

Since the mission got passed, here are the promised assets
https://drive.google.com/drive/folders/1...drive_link



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