[Mission] Coldtown - Test Fire

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Version 11 change log:
(or technically version 10.5, considering you guys judged version 9 instead)

Reduced total amount of Giant Detonator Pyros from 4 to 3.
Replaced Heavyweights with Melee Scouts, despite the feedback from previous judging sessions

Removed one Giant Demoman from the ending subwave, but provided one additional Big-Heal Medic.

Reduced Pyro TotalCount from 40 to 30.
Decreased Final subwave Big-Heal Medics from 3 per Giant Solder to 2.

Decreased Giant Burstfire Soldier TotalCount from 3 to 2.

I already did this change in the version 10.

Decreased Battalion Soldier TotalCount from 24 to 18

Reduced the first two tanks hp to 17.5k.

Attached Files
.pop   mvm_mansion_b6b_int_test_fire.pop (Size: 25.59 KB / Downloads: 14)
Demo link : https://us-testing.moonlight.tf:27107/de...72.dem.zip

Judges Present :
Package O' Lies
PDA Expert

Team Comp :
Scout - PDA Expert
Heavy - Package O' Lies
Engineer - Nuq

This mission will be rejected if isn't ported to a more appropriate map, try Coldtown (or coaltown) for a spin.

Wave 2 :
Make the last giant demoman spawn earlier, should make the wave overall less awkward.

Wave 3 :
Generally speaking its too dense with bots, this is definetly noticable when the giant soldiers start to roll in. Making a giant curveball of bot hp to deal with.
Try making there be less bots active at once but make some of the bot variants more dangerous.
(Authentic) Version 11 change log:

Map is now Coldtown
Adjusted various WaitBeforeStarting and WaitBetweenSpawns to fit the intended duration of the subwaves

Reduced final subwave Giant Demoman WaitBeforeStarting from 10 to 5

Pyro subwave is now a RandomChoice of 60% Easy Skill Pyros. 20% AlwaysFire Pyros, and 20% Demomen
Reduced TotalCount from 30 to 20

Attached Files
.pop   mvm_coldtown_rc1f_int_test_fire.pop (Size: 24.37 KB / Downloads: 14)
Since the next event cycle has started, your strike counter has been reset to 0. This mission is now at zero strikes.

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