[MISSION] Tensai - Wasabi Warzone

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(03-04-2022, 05:44 AM)✪ totally not Satori Wrote: Tensai

Demo : https://us-testing.moonlight.tf:27107/de...86.dem.zip

Judges Present : Myself, M1 (from Wave 1 to the start of Wave 2), eyes, DaMeister, Poet, Package O Lies (substituted for M1 on Wave 2 and onwards)

Class Comp : Scout, Soldier, Pyro, Engineer, Sniper

Overall, while the mission is going on a decent direction, the waves do feel shaky and bland in the sense of that difficulty on certain subwaves are more superior than others, and lacked any engagement other than them being thrown quickly at you, or the lack of variety of more subwaves.

No Strike

W1

- The mini-giant Bowmen are way too powerful with the big heals, even so that they were the only thing that did push us really far. These could instead be regular bowmen, and the random deflector heavy at the end wasn't able to catch up (let alone reach to the bomb) due to the immense healing that the bowmen had from the big heals (effectively making them giants on their own), and it also didn't help that they would spawn consistently together. Adding more deflectors with common bowmen can be sufficient enough as the deflectors will be the main push force in that subwave.

- A good sustainability for giants would be probably to add some uber medics onto them (not all, of course), but to whichever you desire that you think is lacking in the demo provided.

- The mini-giant charged soldier and super scout subwave felt more like that they were cannon fodder rather than anything else (especially the last random supers, and just the common spam in general). This can potentially be remade into a different subwave as well.

- No tanks on w1. This endurance felt rather boring as it didn't really bring much to the table in terms of "enduring" said wave with nothing much to offer. See previous points above and you can add them onto whichever subwave you feel like they'll fit good on to.

W2

- Felt okay, however the longevity of the wave can be potentially still extended by adding a bit more support to the GBurst subwave if anything, and/or also adding an extra subwave in that matter as well

- Unsure if the heavies are Normal or Easy, but if they are Normal, do set them to Easy as they pretty much add some hitscan hell later on despite the payout being good.

- Optional, but the randomchoice flare pyros shouldn't really be randomchoiced, or ultimately they should be replaced by stronger bots as they don't have that "oomf" onto them.

W3

- This whole wave felt very short (shorter than both previous waves, actually, effectively making it 15 minutes total completion time), there isn't much going on other than the subwaves coming at you at relatively quickly, and ultimately it being a breeze. Adding an extra subwave or three can help make the wave have more longevity on top of it being more engaging.

- The Colonels were the last things to be alive, as they dragged on way too much after both tanks died with relative ease. Adding an extra tank or two can help mitigate this but do keep in mind that they also weren't able to push anywhere as they were quickly dispatched of. Uber medics can be your best friend for this (Either quick-ubers or slow charge medics)
Changes I've made:

General:
-Added subwaves. (each wave is now 7 minutes)
-Fixed pacing issues.
-Increased difficulty in some parts.


Attached Files
.pop   mvm_tensai_rc3_adv_wasabi_warzone.pop (Size: 38.78 KB / Downloads: 20)

Messages In This Thread
[MISSION] Tensai - Wasabi Warzone - by Retrowave - 02-12-2022, 02:06 AM
RE: [MISSION] Tensai - Wasabi Warzone - by eyes - 02-13-2022, 12:49 AM
RE: [MISSION] Tensai - Wasabi Warzone - by Retrowave - 03-13-2022, 05:05 PM
RE: [MISSION] Tensai - Wasabi Warzone - by M1 - 03-20-2022, 04:42 AM
RE: [MISSION] Tensai - Wasabi Warzone - by M1 - 03-20-2022, 05:24 AM
RE: [MISSION] Tensai - Wasabi Warzone - by M1 - 05-14-2022, 10:29 PM



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