Hi, we judged your mission.
Verdict: NO STRIKE (FIRST RUN)
Judges present: PDA Expert, Skin King, Floro
Demo link:
https://us-testing.moonlight.tf:27107/de...86.dem.zip
Overall:
-The mission is in a pretty messy state at the moment. There's quite a few things to iron out.
-Generally speaking, you don't want to use custom robots when valve templates do what you're trying to achieve adequately. It helps set clearer expectations for players, and it allows your custom robots to stand out more in your mission.
-Don't overuse extra attributes (ie. melee bleed doesn't really add a whole lot gameplay wise, neither does the 20% damage bonus on the shotgun heavies, &c). Unless there is a clear reason to have them, do not add insignificant extra attributes to your robots (Oriental demos having tiny buffs didn't add anything of substance to them).
-Your pickaxe spy templates do not function as intended (they have knives), and the waves where they see heavy usage were really boring.
-Your starting cash is very generous for what the waves actually have to offer, consider lowering it to $400.
-Your final subwaves and your choice of giants are largely underwhelming. Consider adding more substantial threats among your giants & final subwaves.
-Do not hide supports from your wavebars using squads or randomchoices.
Wave 1:
-The Pyros don't need bleed on hit; replace the fire axe with the sharpened volcano fragment if you want them to deal damage over time.
-Every robot is hard AI in the mission. This isn't an issue in and of itself, though you want to be careful about using things like hard AI scouts on a first wave.
Wave 2:
-The super champs don't do anything at such a high money count, particularly when nothing else is coming with them.
-Both giants should be able to be out at once.
-Cash is high enough for heavies to buy max blast res on top of $800 worth of upgrades. Further confirmation of starting cash being too high.
Wave 3:
-Use valve template sandmans.
-the giant soldiers are really weak, they make for an underwhelming finale.
Wave 4:
-Wave is very lacking in substance, you should add a lot more things to it.
-The common demo subwave feels like a rip-off of Village Vanguard 2, which is a pretty boring valve subwave.
-Wave difficulty should overall be buffed.
Wave 5:
-The shotgun soldiers should not be using the soldier icon. They should also either use the default shotgun, or the heavy shotgun template's stats.
-The force-a-nature subwave is uninteresting, it can be taken off completely.
Wave 6:
-Tank should have final tank skin.
-Finale is really underwhelming, you should have it come with the giants if anything. These common squads won't do anything.