[MISSION] Cyberia - Rusty Rapture

7 Replies, 1036 Views
Hi, we judged your mission.

Verdict: NO STRIKE (FIRST RUN)
Judges present: Yoovy, Averagegamer, PDA Expert, Floro
Demo link: https://us-testing.moonlight.tf:27107/de...45.dem.zip

Overall:
Cash is way too high for your mission, both your starter cash and the cash drops. This leads to the early game being essentially nothing and it lead you to very spammy design choices for your late game. Consider severely reducing the cash on your mission, and adjusting your design choices accordingly, particularly later in the game. We would suggest you tone the cash down until the mission is compelling to play without spamming alwayscrit on everything late game. You've got a lot of adjusting to do.

-You've got a lot of melee subwaves in the early to mid game. Consider changing them to something more threatening.
-Your tiny tanks have ridiculously tiny hurtboxes, rework them. They are really hard to hit.
-Do not use sticky tanks. The only threats tanks could cause should be entirely based on them existing and moving, anything on top of that defeats the purpose of having tanks to begin with.
-The gas pyros have to little counterplay against them, remove those robots entirely.
-Stacking giants with a giant medic on each is a recipe for spam design. Space your giant medic squads out, or remove a few of them.
-Consider adding natascha heavies as support to your boss (no alwayscrit).

Messages In This Thread
[MISSION] Cyberia - Rusty Rapture - by Retrowave - 01-09-2024, 03:06 PM
RE: [MISSION] Cyberia - Rusty Rapture - by Floro - 01-12-2024, 01:01 AM
RE: [MISSION] Cyberia - Rusty Rapture - by Pasta - 01-20-2024, 08:08 PM



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