[MISSION] Production - Paramagnetism

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Mission name: Paramagnetism
Map name: mvm_production_rc6
Difficulty: Expert

Credits: 
me for mission
the mapmaker for the map 
the respective iconmakers for the custom icons 
pda expert and m1 for making and letting me use the Molybdenum shopkeeper vscript
timey for the instant shield activation vscript and the nobuild hut vscript


Attached Files
.zip   paramagnetism_feb23.zip (Size: 8.48 KB / Downloads: 20)
[Image: RDT_20240312_1042445036282128167156031.j...5e91a30cc&]
(This post was last modified: 02-23-2024, 03:39 PM by minecraft hunger games god. Edit Reason: feb 23 - post accept update 3.3 decreased 150 dollar )
NO STRIKE
Judges in attendance: M1, Floro, Quantum, Skin King
Demo link: https://us-testing.moonlight.tf:27107/de...35.dem.zip

Overall:
-Many of the waves lacked a proper ending "punish" subwave. Make sure that every wave ends with a strong pushing force to turn a hatch hold into a loss.
-The demo boss is extremely clunky. Consider changing it into something that is more consistently threatening.

Wave 1:
-Mostly weak. Demos could be replaced by soldiers, and the supports for the blast soldier could be buffed.

Wave 2:
-During the tank section, the wave was weak. Try adding pyros or other robots that pierce tanks.

Wave 3:
-Upgrade soldiers to rapids, and perhaps change bigheals to uber medics.

Wave 7:
-The conch soldier section was rather weak, and could use a buff.

Wave 8:
-Throw dragons fury pyros and conch soldiers into support limited.
-The giant scout boss should not have health regen.
ive not yet uploaded the new popfile onto the servers, but ive updated the popfile attached to the thread post

overall
magnet boss:
has been remade
he is now a rapid fire 3 grenade burst demo boss, so he's more consistent at shooting and deadly against slow targets, but still rather weak to fast players as subwaves with him are designed with him being supported
health is now 17500 (from 20000) as he has more damage and range now

bat boss:
no longer has health regen
moves 5% slower and swings 10% slower now so melee classes can still have a slight fighting chance; i saw pyro being quite bothered by him.

w1
moved the first bunch of pyro bigheals to be spawned from flankers (right side gate)
replaced demos with soldiers (skill are now 67% normal; 33% hard)
infinite engi support replaced with small manmelter pyro (makes it slightly harder for spy to pick off bots and stay alive)
replaced minor sandmen with mini gauntlets to soak damage from high single target damage like heavy and sentry,
12 small soldiers will also spawn along after all the small bonk dies
sped up the giant blast's spawn times (now instantly spawns after all bonk scout spawns), removed some of his medics to avoid spawning late due to botcap, so that he can keep up the momentum and wont lose it due to being late


w2
moved soldier spawn to spawnbot to avoid them clodding the flankers ramp and go behind tank too much
replaced minigiant punches with normal skill pyros, with double the count and faster spawn rate
lowered the time between spawn of the giant sandmen by 0.5 seconds, should make the second half of the wave with the remaining health of the tank slightly more threatening
added a second batch of demo support wavespawn that helps out if the tank dies early and leaves the giant scouts to die

w3
giant melter pyro damage is reduced by 50% as they hit too fast and strong; gave it a small dmg bonus vs building so it doesnt get owned by sentries
moved the first giant melter pyro's spawn to the sniper tunnel so he doesnt bug out on the right gate or take too long to arrive to red front
moved the giant gauntlet to the flanker spawn
(this should help the first subwave to be a better push force, as the tunnel side no longer only contains melee damage sponges, and side gate no longer is just a slow pyro that takes too long to come)
replaced giant bursts with rapids; and their bigheals with uber medic. gave cosmetics to the armored bigheal to avoid looking too much like uber medics
lowered the health of armored bigheals to 650 (fromm 700)
added 14 splendid screen grenade demos that spawns after the first 3 giant soldiers dies; acts as a front breaker or finale punisher as they will certainly charge and bomb the chokes and hatch gate door
increased totalcount of the persians so they last longer to be able to support the middle part of the wave (it feels too easy and empty if team just dealt with the uber medics)
also decreased the wait before the support scout starts to avoid having too much downtime between supports for the giants

w5
slightly decreased the time between spawn for the gheavy medic squads, by 1s
boss changed, see overall change section.
giant fury pyro count halved and spawns slower as the new boss is stronger.
added some more mittens to help the boss subwave
added scattergun scout burst spawn support for after the giant pyro spawns

w6
moved the 1st tank to the b path (right side gate) to synergise better with the giant pyros behind, as well as avoid them blocking the small rapid fire soldiers.
made the tank spawn slightly slower so it hopefully doesnt block the first gpyro from advancing
giant burst soldiers sub spawns depends on the first tank dying now instead of waiting for the small soldiers
second batch of huntsman support replaced by stock FaN scouts to troll pyros heavies and knights, lowered this wavespawn's maxactive to compensate
added spies

w7
moved the first batch of pyro bigheal squads spawn to sniper tunnel, avoid clumping up with the burst demos which will benefit splash classes and sniper too much
slightly made the giant scouts waitbetweenspawns longer, so they spread more out for the longer second half of the wave
gave every giant conches an uber medic. they are now separated, 3 of them will spawn from sniper tunnel, and 3 of them will spawn from right side gate flank spawn.
they now wait for all giant heavy to die to further avoid stacking; however,
added tele engineer support to help them push harder into red; removed the sydney support to compensate
added one last squad of giant heavy + small shield medic that spawns 4s after all giant rapids spawns to act as a finale finisher. it WILL slightly stack with the giant rapids and punishes you for not finishing them off quick enough
added 100 cash for the buffed w7-8
removed spies
added small manmelters support that starts after all the super scouts spawns, to just add tiny bit of support for the remaining gsoldiers + the last heavy

w8
bosses changed. see overall change section.
as the boss is stronger now, the crit airblast pyro wavespawn now has 15 totalcount (from 21), and 5 maxactive and spawncount respectively (from 7)
fury pyro conch soldier squad is now support 1, i did not make them Limited as they could run out and cause the finale to feel empty, as a tester stated
added a 3rd, fast, weak tank on the other path that the original 2 tanks does not take, that spawns after demo boss dies - as the following subwave starts off with just some giant heavy that red has to just wait for after they kill the boss.
( i wanted to add another thing that red has to deal with and shoot at while waiting for the final tank & giga rapid fires )
giga rapid damage bonus is now also raised to 1.5x (from 1.3x)
final tank hp reduced by to 36.5k (from 40k, because of the new tank)

Note: outside of these changes i did not do any more explict attempt to add a final punishing subpart for some of the waves to hit hatch holds harder, i want to see how it goes after the regular wave buffs since some
do somewhat contain them already
Note 2: there might be some undocumented changes regarding bot templates and spawn changes because i straight up forgot some of my changes ehehe
[Image: RDT_20240312_1042445036282128167156031.j...5e91a30cc&]
No Strike
Judges Present :
Floro, eyes & PDA Expert

Overall (From eyes) :
it's a quite low cash mission but it isn't handled with enough care. most waves are extremely spammy for the cash you're handed, mainly w4 and after.

Wave 1 :
Furies should probably not stack, it's a little too much just having two at once, especially with big heals.

Wave 4 :
Big heals seem to be used too much making the wave a hassle.
A lot of dangerous minigiants end up stacking making it very hard to deal with. The bowmen minigiants in particular should not stack, try lowering their overall count or spreading them out more. (May end up making the big heal removal unnesecarry?)

Wave 5 :
Soldier support seems to be excessive, consider removing them or lowering their ai level.

Wave 6 :
This wave has a lot of big heals, I think they're most problematic on the common rapid fire soldiers, due to their massive fire power.

Wave 8 :
Floro (he was the pyro) noted that the Scout Boss shouldn't have the damage bonus.
Spread out the giants more (specifically on the final part). They ended up stacking up hard.

[Image: hay_block_side.png]            crimbo
here's the demolink, i forgot...
https://us-testing.moonlight.tf:27107/de...60.dem.zip

[Image: hay_block_side.png]            crimbo
w1
reducing their maxactive to just 1 squad at once would make them really prone to being picked off by a single demo / spy! considering how they are the main pushing force for the first part of this wave, i would not want to lower their max active...
instead:
all fury pyros are now normal skill, first batch's waitbetweenspawns increased to 11s (from 10s)
second batch's totalcount lowered to 6 (from 8), and maxactive/spawncount lowered to 2 (from 4)
this should make them more managable!

w2
now drops 50 more money
soldiers are now 33% normal 67% hard (from 100% hard)

w4
drops 50 more dollarinos
(there were no bigheals! all medics on this wave are normal quick fixes! )
bowmen squad max active lowered to 12 (from 15), waitbetweenspawn increased to 5.5 (from 5)

w5
soldier support skill lowered to normal (from expert)
their maxactive is also lowered to 2 (from 3)

w6
drops 50 currencies
rapid fire soldier's skill lowered to hard
rapid fire soldier's bigheal medics are now normal quickfixes
slightly lowered the final tank's speed to 69 (from 75)


w7
+50社会信用
small manmelter support maxactive loweredd to 3 (from 9), they were adding a bit too much noise and spam

w8
the scout boss needs its damage bonus or else it'll be really weak against sentryblocking & heavy milk! he isn't exclusively a support meleer that walks around the demo boss, you can see it if you dont kill him early and instead kills the demo boss
to make him even more managable for close range classes:
removed his movespeed bonus, his speed is now 1 (from 1.15)
damage bonus reduced to 2.5 (from 2.69)
melee range reduced to 1.1x (from 1.15x)

giant deflector wavespawn waitbetweenspawn increased to 12.5 (from 11)
giant rapid fire soldier's waitbetweenspawn & waitbeforestarting are now 15.5 (from 15)
[Image: RDT_20240312_1042445036282128167156031.j...5e91a30cc&]
w1
after testing, the new w1 was a slightly bit on the easier side...

both batches of fury pyro's skill reverted back to hard
(the first patch's waitbetweenspawn is kept at the nerfed 11s)
as a secondary nerf to the wave because the furys are the main pushing force:
init cooldown of sniper support nerfed to 30s (from 10s)
their skill is also nerfed back to hard

w2
soldier skill randomchocie nerfed to 40% normal 60% hard (from 33% normal 67% hard)

w3
made persians and first pyro to come out slightly slower to add more attention and distraction on the giant gauntlet
support scout skill random choice nerfed to 60% easy 40% normal (from 50% both)
the teleport engin will no longer teleport in the last squad of giant rapid fire (it caused a strong stack)

w5
giant fury pyro skill nerfed to hard

w6
made the first tank spawn later to avoid it blocking the first giant pyro due to the pyro being stuck in spawn
first tank health decreased to 17.5k, speed upped to 80, this is to let it keep up the pacing after spawn time nerfs as the next subwaves depends on it to die first

w7
bighealed pyros skill nerfed to normal

w8
final tank hp nerfed to 35k (from 36.5k)

Note to judges: sometimes the giants stack, before you point it out you should check the demo to see if it was a mission mistake or a nav trolling case as for some reasons the giants really likes to get stuck on random walls, causing a stack. of course aside from that there are intentional stacks like w5 and w7 finale... but sometimes this happens on waves, or giant pyro in w6 literally stuck in their own spawn?? yeah probably note this down
https://cdn.discordapp.com/attachments/9...e5c068e8ab&
[Image: RDT_20240312_1042445036282128167156031.j...5e91a30cc&]
Judges present: eyes, egg, DaMeister, oddschool(me)
Demo link: https://us-testing.moonlight.tf:27107/de...24.dem.zip


PASS WITH CHANGES

Overall: Mission felt good, not much to complain about.

Wave 5: Give the demo boss 150-200 hp/s regen. Getting team wiped really didn't feel punishing.

Wave 8: Add some text to explain the wave's gimmick.
Nuh uh
w5 (and by extension w8)

demo boss health regen increased to 150 (from 25)

w8
added text that hints at the consequences of killing the respective bosses
[Image: RDT_20240312_1042445036282128167156031.j...5e91a30cc&]
w6
reverted the changes of waitforalldead of giant burst fires, now it waits for all small soldiers to die again, as they no longer have bigheals and will die sooner than the first tank usually
[Image: RDT_20240312_1042445036282128167156031.j...5e91a30cc&]



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