[MISSION] Shiverpeak - Thin Ice

17 Replies, 6052 Views
nobody will read this changelog
why bother
some of feedback from  previous topic are not approved

** respawntime has change to 5!**
wave 1 and 2
are followed the feedback from
wave 4
heavy max 4 spawn 2 on subwave 1
replace  bowman  with blaster scout
wave 5
replace  blaster scout  with bowman
wave 6
remove  the attribute 
wave 7
nerf attribute
fast scout movement 2-->1.5
regroup the giant rapid fire soldier
first 2 spawn with tanks
last 2 spawn with last couple giant( giant medic + the giant rapid fire soldier)

double check if the latest version. or reupload if you are not certain


Attached Files
.pop   mvm_shiverpeak_rc3_exp_thin_ice.pop (Size: 50.25 KB / Downloads: 57)
(This post was last modified: 06-21-2022, 09:20 AM by zombie (anti-robot AI).)
Your mission pays far too much money than what is deemed healthy for an expert mission (total payout is around $8000+), making the mission feel more like advanced than expert. We recommend toning down the starting cash to about $500 or so and reducing the wave payouts to max out at $6000. Some of the waves (specifically the last two waves) may also need to be toned down accordingly to accommodate for the smaller cash payouts.

Alternatively, you can rebrand your mission as advanced mode and tone down the last two waves if you feel that'd be easier for you. The mission has decent bones but needs a little more work.

https://eu-testing.moonlight.tf:27107/de...68.dem.zip
Quote:Your mission pays far too much money than what is deemed healthy for an expert mission (total payout is around $8000+)
making the mission feel more like advanced than expert.
Quote:Some of the waves (specifically the last two waves) may also need to be toned down accordingly to accommodate for the smaller cash payouts.
in your words, it was fine if reduce total money with current mission design?
what I current do it reduce money, that's it
if I'm not misunderstanding your meaning
6000 is quite low for my currently mission design
changelog:
start with 700 cash
each wave totalmoney has reduced from 200 to 300
totalmoney 9450-->7550
wave 6 :
sticky demo gains crit boosted

upload this for latest version if you are not certain


Attached Files
.pop   mvm_shiverpeak_rc3_exp_thin_ice.pop (Size: 50.33 KB / Downloads: 43)
(This post was last modified: 07-03-2022, 07:26 PM by zombie (anti-robot AI).)
Since the next event cycle has started, your strike counter has been reset to 0. This mission is now at zero strikes.
money is settled on 7550 in total
general
add more commons to "bridge" the next subwave
adjust the amount of robots
replace icons which can see clearly on mat_picmip 2

wave 6,7
give 20 and 25% slow projectile speed on giant soldiers


Attached Files
.pop   mvm_shiverpeak_rc3_exp_thin_ice.pop (Size: 50.35 KB / Downloads: 37)
(This post was last modified: 09-03-2022, 05:51 PM by zombie (anti-robot AI).)
secret icons update for hyper bowman gif , burstfire and heater deflector


Attached Files
.vmt   leaderboard_class_sniper_bow_penetrator_hyper_ai.vmt (Size: 369 bytes / Downloads: 30)
.vtf   leaderboard_class_heavy_deflector_heater_ai.vtf (Size: 5.06 KB / Downloads: 32)
.vmt   leaderboard_class_heavy_deflector_heater_ai.vmt (Size: 182 bytes / Downloads: 30)
.vtf   leaderboard_class_sniper_bow_penetrator_hyper_ai.vtf (Size: 320.06 KB / Downloads: 33)
.vmt   leaderboard_class_soldier_spammer_burstfire_ai.vmt (Size: 187 bytes / Downloads: 44)
.vtf   leaderboard_class_soldier_spammer_burstfire_ai.vtf (Size: 4.06 KB / Downloads: 30)
.pop   mvm_shiverpeak_rc3_exp_thin_ice.pop (Size: 50.36 KB / Downloads: 34)
.gif   bow_hyper_ai.gif (Size: 25.29 KB / Downloads: 180)
(This post was last modified: 09-26-2022, 09:11 AM by zombie (anti-robot AI).)
STRIKE ONE
Judges in attendance: M1, Erikku, DaMeister, Package, the fat
Demo link: https://us-testing.moonlight.tf:27107/de...76.dem.zip

Wave 1
-The pyro spam is extremely furious at the front and can immediately push nearly any team, but anywhere other than the front is a total joke and can be steamrolled. It would be better to try to use some bots that can push an advantage rather than lean so heavily into pyros.
-As the previous point mentioned, there is no advantage pushing, and holding away from the front is extremely easy.

Wave 2
-The wave is overall good.
-The commons should probably have quickuber medics instead of full duration. It's also not a good idea to buff the ubercharge rate of 8s duration medics.

Wave 3
-There's too much reliance on pyros here. Same point as wave 1.
-Otherwise, good.

Wave 4
-This wave relies entirely on extreme levels of bot spam. There's nothing that can really push you other than "not doing enough dps".
-Too many pyros, still.

Wave 5
-Still too many pyros.
-The wave has the exact same issue as wave 4, but taken to a bigger extreme. The pushing force is reliant on the huntsman snipers and the sheer bot HP rather than anything particularly interesting. It feels like a repeat of wave 4, and that's definitely not a good thing.
-There's a difficulty spike on this wave.

Wave 6
-Same problem as waves 4 and 5. These waves don't really have any defining features or attempt anything interesting beyond sending more bots and faster.

Wave 7
-What's with the popping regen medic? It just makes not popping the medic unnecessarily more difficult.
-Same problem as waves 4-6.

Overall
-The mission relies much too hard on sending huge volumes of robots rather than trying to craft a difficult challenge with each subwave. Having a few heavies would trivialize the mission.
-There was not a single mission support for the entire mission. Use some! The mission is bland without them.
-There are random stat changes on a ton of the bots for no particular reason.
This submission has been marked as retired due to 6 months of inactivity. Please create a new submission if you wish to resume working on it again.

Thanks.



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