[MISSION] Havana - Rogue Gallery

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Mission Name : Rogue Gallery
Map : Havana
Difficulty : Intermediate

Credits :
- PDA Expert - Mission Maker, made the Slug Shot Scout icon.
- Muddy - Map maker
- Nick Baker - Map maker

- Various - Icon Makers


Attached Files
.zip   rogue gallery moonlight.zip (Size: 13.38 KB / Downloads: 29)

[Image: hay_block_side.png]            crimbo
Havana

Judges Present: Myself, Oddschool, A+Drew

Class Comp: Engineer, Heavy, Scout, Demo(knight)

Demo: https://us-testing.moonlight.tf:27107/de...28.dem.zip

Overall, it's a standard intermediate. Nothing much to be said outside of the whole "oh it's easy" feeling. Or well, a little too easy on this one.

No Strike (First Run)

W1 

- While the bots do have the hp, there isn't enough firepower into them. strictly melee and show no sign of retaliation. The bat scout subwave can be tuned a little by just giving some scouts the ability to have their scatterguns (set to Easy AI, of course). The only time you would ever die in that wave is if you purposely let yourself get too close to them.

W2 

- The shortest of short. The entire wave in itself was breezed with no issue what so ever. As for this, an extra subwave can be added onto this wave to help that longevity and have a little more diversity into it. 1 minute and 39 seconds of successful wave completion did surprise us for the most part.


W3


 - The first subwave just existed more or less? The bots instantly died the second they dropped out of their spawn. A giant or two wouldn't hurt to go along with that subwave as it was just "there".


W4

- The heaters felt on the slower side in terms of them actually spawning, since there were 6 left once we killed the last Giant Pyro pair.
This is more or less that we actually dropped the medics with ease, or it may or may not actually have to do with the WaitBetweenSpawns for the heaters. Either make the heaters come out faster or (optional), have an extra Pyro-medics pair to offset this.
[Image: yjlNbE5.jpeg]
Version 2 :

Wave 1 changes :
- The second half of the bat scouts have been turned into easy ai scatter guns

Wave 2 changes :
- Added two giant flare pyros once the 2nd subwave is done for, while also adding in infinite bat scout support as an extra.

Wave 3 changes :
- The first subwave now has two giant rapid fire soldiers which should help make it feel more engaging.

Wave 4 changes :
- Increased heater heavy spawnrate.


Attached Files
.zip   rogue gallery moonlight.zip (Size: 13.43 KB / Downloads: 19)

[Image: hay_block_side.png]            crimbo
(This post was last modified: 03-16-2022, 10:29 PM by PDA Expert.)
No strike.

Judge Lineup: Ciaran, Mo, randomguy

Team Comp:
Scout (Ciaran)
Engineer (Averagegamer)
Demoman (Mo)
Pyro (randomguy)


Demo: https://us-testing.moonlight.tf:27107/de...94.dem.zip


W2
- The waitbeforestarting on the giant flares should be reduced.
- (Ciaran and Mo) The giant flares should have some more bots come with them.

W3
- Start felt extremely strong since there's 5 different bots running everyone down immediately.
- (Ciaran and Averagegamer) The buff banners are a bit questionable since they ended up buffing the snipers. The giant pyros felt personally annoying with the minicrits applied.

W5
- The giants at the start of this wave sort of just... exist. They have nothing supporting them at all and it feels like they could use common buddies to help them push, they just got deleted instantly.

W6
- We all felt like it was a pretty weird wave with the boss being nothing more than a support that just hugs the bomb while its giant scout buddies do all the work of carrying the bomb. Maybe reduce it's HP to 25K? A bit hard to judge the wave since from my perspective I kept getting telecamp trolled by giant soldiers.
Version 3 :

Wave 2 changes :
- Reduced waitbeforestarting on the Giant Flares.
- 16 Soldiers were added alongside the Giant Flares.

Wave 3 changes :
- Removed 1 Giant Rapid Fire Soldier, now the only one spawns somewhere around when half of the grouped commons are dead.
- Snipers now use the bazaar bargain this is done to counteract the buff banner a bit.

Wave 5 changes :
- Lowered Giant Bat Scout count to 2, they both spawn at once.
- Added 15 Conch Soldiers that spawn alongside the Giant Shotty Heavies.

Wave 6 changes :
- Lowered Sir Remming Ton's HP to 25k


Attached Files
.zip   rogue gallery moonlight.zip (Size: 13.57 KB / Downloads: 10)

[Image: hay_block_side.png]            crimbo
Strikes no longer exist so :p

Demo: https://us-testing.moonlight.tf:27107/de...69.dem.zip

Judges present: Package O' Lies, Randomguy, Averagegamer

Class lineup: pyro, engi, scout

Wave 1: the latter half of the wave has very little range or damage output, making it fairly weak even with the sheer amount of bots active, especially against engi/sniper/heavy. I would suggest replacing the scorch pyros with soldiers or some other decently powerful ranged bot/bots.

Wave 2: the dfury pyros are quite a bit of a difficulty spike, rather than replacing them you could reduce their totalcount by a third and increase waitbetweenspawns accordingly.

Wave 3: Remove 2 buff soldiers because straggle.

Wave 4: fine

Wave 5: beginning is extremely punishing due to the combination of uber and kritz with conch, would probably be better with just regular soldiers.

Wave 6: no issues.
Version 4 :

Wave 1 :
- Scorch Pyros got replaced with Soldiers

Wave 2 :
- 24 to 16 DF Pyros, they now spawn every 4 seconds instead of 2.

Wave 3 :
- Sacraficed 2 Buff Banner Soldiers to randomguy's secret protogen facility.

Wave 5 :
- Conch Soldiers got replaced with regular Soldiers.
- The Kritz Medics were removed.


Attached Files
.zip   rogue gallery moonlight.zip (Size: 10.55 KB / Downloads: 21)

[Image: hay_block_side.png]            crimbo
PASS
Judges in attendance: M1, Mo, randomguy
Demo link: https://us-testing.moonlight.tf:27107/de...89.dem.zip

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



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