[MISSION] Steep - Fatal Error

20 Replies, 16047 Views
NO STRIKE
Judges in attendance: M1, Mo, A+Drew
Demo link: https://us-testing.moonlight.tf:27107/de...41.dem.zip

Overall
-The mission is relatively easy due to the bots not having much pushing power. Try giving them more firepower (especially in the giants, as too much firepower in commons can be unfun) or giving them medics.
-The last subwave dragged on for a fairly long time as compared to the rest of the subwaves. Try shortening it.
-Samurai commons feel out of place on the last subwave.
-Lack of tanks overall made the mission also a bit bland; see the first bullet point.
(03-04-2022, 04:26 AM)M1 Wrote: NO STRIKE
Judges in attendance: M1, Mo, A+Drew
Demo link: https://us-testing.moonlight.tf:27107/de...41.dem.zip

Overall
-The mission is relatively easy due to the bots not having much pushing power. Try giving them more firepower (especially in the giants, as too much firepower in commons can be unfun) or giving them medics.
-The last subwave dragged on for a fairly long time as compared to the rest of the subwaves. Try shortening it.
-Samurai commons feel out of place on the last subwave.
-Lack of tanks overall made the mission also a bit bland; see the first bullet point.
Changes I've Made:

Wave 666:
-Replaced fg scouts with winger scouts.
-Buffed dh burst by removing the projectile speed penalty (a lot of people complained about it being too slow).
-Added 12 super scouts during the giant bb soldier section.
-Added 3 extra tanks through out the entire wave.
-Buffed Midstage Boss and gave him a giant regen medic for support.
-Added different types of meds during different parts of the mission.
-Replaced the 4 dh crit burst with crit rapid fires.
-Removed 1 set of the barrages with the uber meds (so they would stall for too long).
-Removed 2 HOK deflector giants in the final section, as well as changing their spawn times & maxactive so it wouldn't be "too spammy for newer players".
-Added medic support during final section of the mission.


Attached Files
.pop   mvm_steep_rc3a_adv_666_fatal_error.pop (Size: 33.46 KB / Downloads: 19)
(This post was last modified: 03-05-2022, 11:08 PM by Retrowave.)
judges present: package o lies, mo, randomguy

no strike

demo: https://us-testing.moonlight.tf:27107/de...38.dem.zip

team comp:

sniper (package o lies)
demo (mo)
engi (averagegamer)
pyro (randomguy)
scout (skin king)

gscatter part at the start: too many projectiles from the giants and commons. i would suggest to reduce the amount of the commons.

the first boss: this boss shoots WAYYYYY too many projectiles that it's lagging everyone's games, reduce its rockets to a third.

the 60k tank before the final subwave: lower this tank's hp to around 30k

the finale: the medics should have Attributes Ignoreflag and there shouldn't be kritz medics as the giants already have crits.
increase maxactive on giants (Mo)

if you need any clarification on what i meant by some of these subwave names dm me on discord
(03-06-2022, 05:13 AM)randomguy Wrote: judges present: package o lies, mo, randomguy

no strike

demo: https://us-testing.moonlight.tf:27107/de...38.dem.zip

team comp:

sniper (package o lies)
demo (mo)
engi (averagegamer)
pyro (randomguy)
scout (skin king)

gscatter part at the start: too many projectiles from the giants and commons. i would suggest to reduce the amount of the commons.

the first boss: this boss shoots WAYYYYY too many projectiles that it's lagging everyone's games, reduce its rockets to a third.

the 60k tank before the final subwave: lower this tank's hp to around 30k

the finale: the medics should have Attributes Ignoreflag and there shouldn't be kritz medics as the giants already have crits.
increase maxactive on giants (Mo)

if you need any clarification on what i meant by some of these subwave names dm me on discord
Changes I've Made:

Wave 666:
-Reduced spawncount & maxactive of the scouts from 8->4, and reduced total amount of them from 32->24.
-Changed Bosses's atomic clip size bonus from 40->30.
-Cut 2nd last tank's hp to 35k instead of 60k.
-Gave support medics at the end of the wave the "ignoreflag" attribute.
-Removed Crit meds from finale subwave support list.
-Made finale HOK giants maxactive of 4 instead of 2.


Attached Files
.pop   mvm_steep_rc3a_adv_666_fatal_error.pop (Size: 33.05 KB / Downloads: 13)
No Strike
----------------------------------------
Judges presented: A+drew, Mo, Package
----------------------------------------
Scout: (A+drew)
Soldier: (Skin King)
Demoman: (Mo)
Engineer: (averagegamer)
Spy: (Package)
----------------------------------------
Demo Link: https://us-testing.moonlight.tf:27107/de...25.dem.zip
----------------------------------------
replace the barrage soldiers with crit/normal demos 2nd subwave
remove the always fire on the pyros on boss subwave
make the deflector heavies normal heavies 2nd subwave after the break
change the scatter bomb demos with giant burst fire demos, (the 7 gdemos), give them 1 quick uber medic on them
increase the giant hok deflectors waitbetweentime by 5 seconds on last subwave
make demoman support infinite so it supports the tanks, on last subwave
mission could use have 1-2 more subwaves because the mission was 16 minutes long and could at least have 1 or 2 more subwaves
(03-08-2022, 06:03 AM)A+drew Wrote: No Strike
----------------------------------------
Judges presented: A+drew, Mo, Package
----------------------------------------
Scout: (A+drew)
Soldier: (Skin King)
Demoman: (Mo)
Engineer: (averagegamer)
Spy: (Package)
----------------------------------------
Demo Link: https://us-testing.moonlight.tf:27107/de...25.dem.zip
----------------------------------------
replace the barrage soldiers with crit/normal demos 2nd subwave
remove the always fire on the pyros on boss subwave
make the deflector heavies normal heavies 2nd subwave after the break
change the scatter bomb demos with giant burst fire demos, (the 7 gdemos), give them 1 quick uber medic on them
increase the giant hok deflectors waitbetweentime by 5 seconds on last subwave
make demoman support infinite so it supports the tanks, on last subwave
mission could use have 1-2 more subwaves because the mission was 16 minutes long and could at least have 1 or 2 more subwaves
Changes I've made:
-Replaced mini barrages with crit demos.
-removed the always fire on the randomchoiced pyros.
-made mini deflector heavies regular heavies.
-changed the 7 crit giant scatter bomb demos to giant crit burst demos with a single quick uber med for each.
-increased the giant hok deflectors "waitbetweentime" by 5 secs.
-added some extra subwaves.

MISC changes:
-Changed hat for the giant dh burst fires.
-For randomchoiced pyros, removed their airblast & gave them different names and hats to tell them apart easier.
-Gave some iron burst demos (the non-support ones) the stock demo icon (for wavebar space reasons).
-Disabled spy, sniper, and sentry buster spawns during the break now (hopefully).


Attached Files
.pop   mvm_steep_rc3a_adv_666_fatal_error.pop (Size: 36.37 KB / Downloads: 24)
(This post was last modified: 03-10-2022, 07:01 AM by Retrowave.)
judges present: randomguy, Oddschool, Sntr, Ciaran

no strike

demo: https://eu-testing.moonlight.tf:27107/de...75.dem.zip

team comp:

soldier (Oddschool)
heavy (Sntr)
engineer (watermelon)
pyro (randomguy)
scout (Ciaran)

Overall: wave felt sort of weak for the amount of cash in it (but this was a pretty good team)

starting part: could use a few more scouts at once

2nd part: could get away with giving gdemos crits

steelfists near the end even with crits are pretty much useless with the cash

if you need any clarification feel free to DM me or watch the demo
(This post was last modified: 03-12-2022, 09:45 AM by randomguy.)
(03-12-2022, 09:44 AM)randomguy Wrote: judges present: randomguy, Oddschool, Sntr, Ciaran

no strike

demo: https://eu-testing.moonlight.tf:27107/de...75.dem.zip

team comp:

soldier (Oddschool)
heavy (Sntr)
engineer (watermelon)
pyro (randomguy)
scout (Ciaran)

Overall: wave felt sort of weak for the amount of cash in it (but this was a pretty good team)

starting part: could use a few more scouts at once

2nd part: could get away with giving gdemos crits

steelfists near the end even with crits are pretty much useless with the cash

if you need any clarification feel free to DM me or watch the demo
Changes I've made:
-Added two tanks in the beginning.
-Buffed the beginning subwaves in general.
-Replaced Steel Gauntlets with a custom mini giant burst demo I've made.

Hope these changes satisfice to your needs.


Attached Files
.pop   mvm_steep_rc3a_adv_666_fatal_error.pop (Size: 39.47 KB / Downloads: 12)
As of today this mission has passed prejudging and moved on to final judging
Congratulations!
PASS WITH CHANGES
Judges in attendance: M1, Mo, Package, Ciaran
Demo link: https://us-testing.moonlight.tf:27107/de...33.dem.zip

Wave 1
-The pyros and scouts on one of the subwaves (check the demo) dropped no money. At least make them drop $1, so scout can pick it up and get health.

This mission will be featured in the next event, congratulations!



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