[MISSION] Coaltown - Bloodbath

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Map: Coaltown
Mission name: Bloodbath
Difficulty: Expert

https://drive.google.com/file/d/1veEDeOU...sp=sharing (updated)
(This post was last modified: 01-23-2024, 01:46 AM by Andrew Xtreme.)
Verdict: NO STRIKE (1st run)

Judges present: FraHtcy3, M1, Mike the Camel, Quantum Apple

Demo link : https://us-testing.moonlight.tf:27107/de...58.dem.zip

Overall:
Steep isn't a very good map to work on. The map has a lot of choke points and that, coupled with its sheer length, doesn't allow the bots to punish you if you do some very questionable actions that usually throw the game. If you would like to work on a chokey map, we would suggest you work on one that isn't anywhere near as long, like coaltown. You may choose any other map you want; make sure it isn't an overly long one, as making experts on super long maps will fundamentally encourage spam design.

Wave 1:
-The wave suffers from a huge projectile spam for such a low amount of cash. We suggest you entirely remove the Colonel Barrage and the SMG's.
-Replace the GRapid demos with regular GDemos, and replace your GBursts with regular GSoldier.

Wave 3:
-The entire wave was boring, and didn't push at all. Firstly, because of the fact that the black boxes don't push, and secondly because the map itself doesn't really allow the bots to push you and maintain that push in question.
-Remove the 9 GScouts or rework the subwave.

Wave 4:
-The entire wave was a DMG sponge, that gets memed very hardly by the spy, simply because of the fact that it's too dependent on the giants.
-Lower the AI of SMG snipers. Fighting against infinite fast hitscan bots that shred you very fast isn't fun to fight against.

Wave 5:
-Same thing. The whole wave is basically "chewing through a bunch of health". There weren't really any kind of threats. The giants need something else with them besides their own presence. Give them some medics, add more commons so it doesn't get too dependent on the giants and doesn't get memed by the spy..
(This post was last modified: 01-11-2024, 02:56 AM by "I have emails" -David Starkey.)
V2 (we are so back)

General: Ported the mission too coaltown and renamed it too bloodbath

Wave 1
removed colonel barrages
replaced giant burst fire soldiers with giant soldiers

Wave 2
replaced giant shotgun heavies with giant scouts
buffed tank too 25k

Wave 3
replaced black box soldiers with giant rapid fire soldiers
reworked final subwave

Wave 4
removed g richochet pyros and gave g airblast pyros bigheal medics
replaced giga burst fires with giant burst fire soldiers
removed kritz medic on g burst fire
made the giant burst fire soldiers spawncount 2
replaced carbines with buff soldiers
replaced them with giant rapid battalions soldiers
replaced giant shotgun heavies with crit bonk scouts

Wave 5
nerfed first tank too 38k
replaced giant rapid fire soldiers with giant heater heavies
replaced giant burst fire demos with giant barrage demos
cut down the giant barrage demos too 3 and added some squad support, armored deflectors (might make them normal deflectors)+uber medics
removed normal deflector heavy support
replaced persians with DF pyros
removed giant heal on kill heavies
replaced colonel barrages with richochet pyros and 2 giga burst fires for the finale
nerfed final tank too 30k
replaced DF pyros with crit shotgun heavies and rapid fire bowman
Hi, we judged your mission.

Verdict: No Strike
Judges present: oddschool, DaMeister, Pasta
Demo link: https://us-testing.moonlight.tf:27107/de...31.dem.zip

Overall: Mission is in a not so good state even with the map port. None of the Waves really pushed at all for an expert. The whole mission is also Spy food (due to the amount of singular Giants), so you definitely want to counter it in some ways.

Wave 1: Engi/Heavy food as a whole and not punishing enough. We suggest for one to change the Giant SMGs to Flare Gun Spammer Giants instead so they will actually do something.

Wave 2: The Wave relies on the Crit Soldiers/Demos to push overall. After they all died there was nothing really that could threaten anything. We suggest to put more UMeds on the Giants and also not make them spawn one at a time.

Wave 3: First part of the Wave is fine, but it didn’t feel like the 2nd half (Demo/Med and support Heavies) did anything. Also remove the WaitForAllDead on the commons so they spawn in quicker.

Wave 4: Again the first part of the Wave just didn’t do anything. GPyros with a singular Umed won’t achieve much. We suggest to make them Dragon’s Fury Giants instead. Make sure to spawn them in faster and also put more than one UMed one them. Backup Subwave was also just mostly Spy food. You could make the Giants have a smaller gap inbetween them to counter it.

Wave 5: Really weak for a finale overall, we retested without Spy. First, change the WaitForAllDead on the Supports so the Bigrock Burst Soldiers can actually spawn in. We thought we got softlocked at first. Second the whole Wave relies on the Crit Bowmen to like do anything. Tone down their spawn time by some and overall buff the wave (MaxActive 4 would be good).



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