[MISSION] Coaltown - Trouble in Mann Town

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Hi, we judged your mission (v3a).

Verdict: NO STRIKE
Judges present: Pasta, Floro, Mike
Demo link: https://us-testing.moonlight.tf:27107/de...25.dem.zip

Overall:
-The mission isn't in a bad state, though it definitely suffers from the spy gimmick. Referencing other games shouldn't come at the expense of gameplay, and your spies gimmick is, currently, dragging the mission down pretty hard. The waves that heavily rely on their presence feel empty, and they aren't super interesting to fight. Move your spies to support limited, and unsquad them / turn them into a randomchoice. Consider reducing their maxactive too.
-You should rework every wave where your gun spies are featured to have these spies be an actual support, rather than the intended main course of the wave. The main wave is always going to be the primary focus of your players, so your attention to detail should go there, instead of going to your spies.
-You may want to know that Spies are entirely unable to specifically go for headshots or to aim at any aim tracking level above normal AI, since you're using ambassador Spies. ("TFBot spies are always forced to the Normal aim tracking rate, regardless of what their skill level is set to." Source ). If the intent was to allow them to headshot players, it won't work, even if you give them hard AI.

Wave 1:
-Wave lacks in substance. Add robots that are either beefier or actually shoot the player. More giant demos or burst spawns of easy soldiers were recommended.

Wave 2:
-Consider splitting your gauntlets into 2 wave spawns.
-Consider using a different icon for no-uber stock medigun. A placeholder is fine, since I couldn't actually tell you what to use since it's the default icon, which makes sense for the default medigun.

Wave 4:
-Your giant burst soldier's template isn't much stronger than a mannhattan burst, there is no valid reason for it to have less health than other giant soldiers. Buff its HP to the 3800-4200 range.

Wave 5:
-The giants weren't much, and the commons felt like nothing too.
-The spies being the only thing remaining at the end made for a very boring finale.
(02-06-2024, 10:12 PM)Floro Wrote: Hi, we judged your mission (v3a).

Verdict: NO STRIKE
Judges present: Pasta, Floro, Mike
Demo link: https://us-testing.moonlight.tf:27107/de...25.dem.zip

Overall:
-The mission isn't in a bad state, though it definitely suffers from the spy gimmick. Referencing other games shouldn't come at the expense of gameplay, and your spies gimmick is, currently, dragging the mission down pretty hard. The waves that heavily rely on their presence feel empty, and they aren't super interesting to fight. Move your spies to support limited, and unsquad them / turn them into a randomchoice. Consider reducing their maxactive too.
-You should rework every wave where your gun spies are featured to have these spies be an actual support, rather than the intended main course of the wave. The main wave is always going to be the primary focus of your players, so your attention to detail should go there, instead of going to your spies.
-You may want to know that Spies are entirely unable to specifically go for headshots or to aim at any aim tracking level above normal AI, since you're using ambassador Spies. ("TFBot spies are always forced to the Normal aim tracking rate, regardless of what their skill level is set to." Source ). If the intent was to allow them to headshot players, it won't work, even if you give them hard AI.

Wave 1:
-Wave lacks in substance. Add robots that are either beefier or actually shoot the player. More giant demos or burst spawns of easy soldiers were recommended.

Wave 2:
-Consider splitting your gauntlets into 2 wave spawns.
-Consider using a different icon for no-uber stock medigun. A placeholder is fine, since I couldn't actually tell you what to use since it's the default icon, which makes sense for the default medigun.

Wave 4:
-Your giant burst soldier's template isn't much stronger than a mannhattan burst, there is no valid reason for it to have less health than other giant soldiers. Buff its HP to the 3800-4200 range.

Wave 5:
-The giants weren't much, and the commons felt like nothing too.
-The spies being the only thing remaining at the end made for a very boring finale.
Thanks for judging and the advice. Spent a few hours working on it, and here is V4:
Tested by 3 guys (Scout Heavy Pyro)

V4 -
General Change:
About spies - yeah, they should be considered as support only instead of the main wave. Anyway, this version is focusing on main waves.  
Extended the substance of almost every wave, so it doesn't have boring finales.
WAVE 1: Increased the number of Giant demos; Added shotgun heavy as support.
WAVE 2: Split the ironfists so they aren't that annoying; Changed "stock no uber medic" to kritz medic.
WAVE 3: Barely touched, moved spies from the main wave to support (so did w4 w5 w6).
WAVE 4: Buffed Giant Burst Soldier to 4000 hp; Adjusted the flow of robots.
WAVE 5: More "solid content" I guess.
WAVE 6: Added another tank; more solid content too (kinda cant explain this).


Attached Files
.pop   mvm_coaltown_int_trouble_in_mann_town_v4.pop (Size: 36.42 KB / Downloads: 16)
(This post was last modified: 02-07-2024, 01:14 PM by Spectλtor™.)
Hi, we judged your mission.

Verdict: No Strike
Judges present: M1, Floro, Pasta
Demo link: https://us-testing.moonlight.tf:27107/de...39.dem.zip

Overall:
Mission is in an alright state just need some tweaks. First, make every support bot drop money, it makes Scout more annoying to play. And second, you probably should scrap the Spy gimmick. Some waves were too easy just because they rely solely on the Spy gimmick itself which doesn't do anything. You should make the Waves difficult based on the main Wave. You can probably still put Spies in as Mission support. You should also just generally buff the Mission, as it was still too easy with 3 players.

Wave 1:

Make the Shotguns spawn in faster and Giant Demos spawn throught the wave instead of at the end (the pacing was very off with more Demos added).

Wave 4:

Make the Giant Soldiers have the Rocketwall icon.

Wave 6:

Remove Final Tank skin for the first Tank. This Wave was fine in difficulty.
(02-07-2024, 06:35 PM)Pasta Wrote: Hi, we judged your mission.

Verdict: No Strike
Judges present: M1, Floro, Pasta
Demo link: https://us-testing.moonlight.tf:27107/de...39.dem.zip

Overall:
Mission is in an alright state just need some tweaks. First, make every support bot drop money, it makes Scout more annoying to play. And second, you probably should scrap the Spy gimmick. Some waves were too easy just because they rely solely on the Spy gimmick itself which doesn't do anything. You should make the Waves difficult based on the main Wave. You can probably still put Spies in as Mission support. You should also just generally buff the Mission, as it was still too easy with 3 players.

Wave 1:

Make the Shotguns spawn in faster and Giant Demos spawn throught the wave instead of at the end (the pacing was very off with more Demos added).

Wave 4:

Make the Giant Soldiers have the Rocketwall icon.

Wave 6:

Remove Final Tank skin for the first Tank. This Wave was fine in difficulty.
Alright, now working for v5. My test with 3 guys didnt use engineer, and we barely make it. Anyway, buffing the mission---
(02-07-2024, 06:35 PM)Pasta Wrote: Hi, we judged your mission.

Verdict: No Strike
Judges present: M1, Floro, Pasta
Demo link: https://us-testing.moonlight.tf:27107/de...39.dem.zip

Overall:
Mission is in an alright state just need some tweaks. First, make every support bot drop money, it makes Scout more annoying to play. And second, you probably should scrap the Spy gimmick. Some waves were too easy just because they rely solely on the Spy gimmick itself which doesn't do anything. You should make the Waves difficult based on the main Wave. You can probably still put Spies in as Mission support. You should also just generally buff the Mission, as it was still too easy with 3 players.

Wave 1:

Make the Shotguns spawn in faster and Giant Demos spawn throught the wave instead of at the end (the pacing was very off with more Demos added).

Wave 4:

Make the Giant Soldiers have the Rocketwall icon.

Wave 6:

Remove Final Tank skin for the first Tank. This Wave was fine in difficulty.
Again, thanks for the advice. Now V5 is shipped and ready for judging:
Glad to hear that this mission is in an alright state.
General Change:
Buffed the mission, fixed minor issues. 3 guys with engi could beat it smoothly, let alone 6 guys with engi.
w1: Make Giant demos spawn faster and earlier; Make shotgun heavies spawn earlier; Slight increased num of pyro bots to make sure the length.
w2: More flare gun pyros; More ironfist heavies; Gave cash to support bots - which both annoying and healing scouts.
w3: This wave looks like a bit short - Added 1 more flare spammer giant pyro; Added support soldiers; Decreased the spies amount (for w3-w6).
w4: Icon for "burst giant soldier" changed to barrage, since it shoots 10 rockets once; Added alwayscrit for melee robots so they're more threatening.
w5: Make the pace faster; Added more heavies at the beginning; Make rocketshotgun soldiers spawn earlier.
w6: Tank skin issues fixed.


Attached Files
.pop   mvm_coaltown_int_trouble_in_mann_town_v5.pop (Size: 38.82 KB / Downloads: 23)
(This post was last modified: 02-07-2024, 08:04 PM by Spectλtor™.)
(02-07-2024, 07:53 PM)Spectλtor™ Wrote:
(02-07-2024, 06:35 PM)Pasta Wrote: Hi, we judged your mission.

Verdict: No Strike
Judges present: M1, Floro, Pasta
Demo link: https://us-testing.moonlight.tf:27107/de...39.dem.zip

Overall:
Mission is in an alright state just need some tweaks. First, make every support bot drop money, it makes Scout more annoying to play. And second, you probably should scrap the Spy gimmick. Some waves were too easy just because they rely solely on the Spy gimmick itself which doesn't do anything. You should make the Waves difficult based on the main Wave. You can probably still put Spies in as Mission support. You should also just generally buff the Mission, as it was still too easy with 3 players.

Wave 1:

Make the Shotguns spawn in faster and Giant Demos spawn throught the wave instead of at the end (the pacing was very off with more Demos added).

Wave 4:

Make the Giant Soldiers have the Rocketwall icon.

Wave 6:

Remove Final Tank skin for the first Tank. This Wave was fine in difficulty.
Again, thanks for the advice. Now V5 is shipped and ready for judging:
Glad to hear that this mission is in an alright state.
General Change:
Buffed the mission, fixed minor issues. 3 guys with engi could beat it smoothly, let alone 6 guys with engi.
w1: Make Giant demos spawn faster and earlier; Make shotgun heavies spawn earlier; Slight increased num of pyro bots to make sure the length.
w2: More flare gun pyros; More ironfist heavies; Gave cash to support bots - which both annoying and healing scouts.
w3: This wave looks like a bit short - Added 1 more flare spammer giant pyro; Added support soldiers; Decreased the spies amount (for w3-w6).
w4: Icon for "burst giant soldier" changed to barrage, since it shoots 10 rockets once; Added alwayscrit for melee robots so they're more threatening.
w5: Make the pace faster; Added more heavies at the beginning; Make rocketshotgun soldiers spawn earlier.
w6: Tank skin issues fixed.
Thank god, I tested it again and found 2 careless bug. now V5a is here and should be used for judging:


Attached Files
.pop   mvm_coaltown_int_trouble_in_mann_town_v5a.pop (Size: 38.86 KB / Downloads: 18)
Hi, we judged your mission.

Verdict: PASS 1 WITH CHANGES
Judges Present: Oddschool, Skin King, Floro
Demo Link: https://us-testing.moonlight.tf:27107/de...16.dem.zip

Overall:
Mission is in a good state, good work.
-Remove alwayscrit from your landmine demos.

Wave 1:
-Scattergun Scouts should be easy AI.
-Do one of two things: either rename all of your scouts to "Scout", or your scattergun scouts to "Scout" (they are currently named "bat scout").

Wave 2:
-Last knights & gauntlets should have waitforallspawned dependency (instead of waitforalldead).
-Less flare pyros, wave gets too long.
(This post was last modified: 02-08-2024, 08:29 PM by "I have emails" -David Starkey.)
(02-08-2024, 08:27 PM)Floro Wrote: Hi, we judged your mission.

Verdict: PASS 1 WITH CHANGES
Judges Present: Oddschool, Skin King, Floro
Demo Link: https://us-testing.moonlight.tf:27107/de...16.dem.zip

Overall:
Mission is in a good state, good work.
-Remove alwayscrit from your landmine demos.

Wave 1:
-Scattergun Scouts should be easy AI.
-Do one of two things: either rename all of your scouts to "Scout", or your scattergun scouts to "Scout" (they are currently named "bat scout").

Wave 2:
-Last knights & gauntlets should have waitforallspawned dependency (instead of waitforalldead).
-Less flare pyros, wave gets too long.
Thanks again for the advice, and here is v6:

Now it just needs some small fix now.
WAVE 1: Corrected the name of scatterguns scouts and adjusted them to easy AI.
WAVE 2: Made last ironfist heavy and Giant squad spawned with WaitforAllSpawned so they came out faster; Reduced the amount of flare pyros.
WAVE 5: Removed AlwaysCrit for landmine demo.


Attached Files
.pop   mvm_coaltown_int_trouble_in_mann_town_v6.pop (Size: 39.09 KB / Downloads: 21)
(This post was last modified: 02-09-2024, 03:28 AM by Spectλtor™.)
Hi, we judged your mission.

Verdict: No Strike
Judges present: egg, eyes, Pasta
Demo link: https://us-testing.moonlight.tf:27107/de...55.dem.zip

Overall:

Mission is in a great state, but Wave 2 has quite a few issues, so it needs a re-judge. This mission will still be considered for the next event, even after the deadline is over so don’t worry about it.

Wave 1:

Last Giant Demo was softlocked, we think it’s caused by the spawn location spawnbot_invasion so change that to normal spawnbot.

Wave 2:

Change Gauntlet MaxActive to 4, and make Soldiers MaxActive 8. The MaxActive on the Flare Guns is also 120, which might just be a typo, correct that. Another issue is that using spawnbot_invasion on the first Gauntlets makes the bomb spawn randomized, which isn’t really fair. Make them use spawnbot instead.

Wave 5:

The commons might reach the botcap on this wave so change the MaxActive on Blackbox Soldiers 8 instead 12.

Wave 6:

Give the support Pyros the Airblast icon.
It's really thrilling to see this mission from a messy state to a OK mission within one week, thanks for all judges and suggestions. Here is v7:

Small fix (x2) - All waves' first robot now spawns at spawnbot, i.e. the front side.
WAVE 1: Changed the spawn of Giant demos so they won't stuck in spawn (I should have already fixed other giants in v2 however I didnt notice this giant).
WAVE 2: Slightly reduced some robots' MaxActive so they won't reach the botcap.
WAVE 3: I did notice that first giant flare spammer spawns at spawnbot, would it stuck? If yes then I'll modify it.
WAVE 5: Same to w2.
WAVE 6: Changed Pyro's icon to pyro_airblast_daan (this classicon has been uploaded to moonlight server and I do believe that almost all of us have this file in tf/materials/hud, so I think it's unnecessary to attach it with a single zip for now).


Attached Files
.pop   mvm_coaltown_int_trouble_in_mann_town_v7.pop (Size: 39.67 KB / Downloads: 20)
(This post was last modified: 02-10-2024, 04:52 AM by Spectλtor™.)



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