[Mission] Mannworks - Object Overflow

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Mission Name: Object Overflow
Map: Mannworks
Difficulty: Advanced

Quantum Apple - Mission maker
Valve - Map maker

Attached Files
.pop   mvm_mannworks_adv_object_overflow.pop (Size: 24.58 KB / Downloads: 73)
Please attach your robot template files to a download as well. The mission cannot be tested without them.

(This post was last modified: 07-18-2022, 02:24 PM by Pineapple Medals Bot.)
Me forgor

Attached Files
.pop   mvm_mannworks_adv_object_overflow.pop (Size: 24.58 KB / Downloads: 51)
.pop   qapple_robot_giant.pop (Size: 11.63 KB / Downloads: 58)
.pop   qapple_robot_standard.pop (Size: 10.78 KB / Downloads: 64)
Judges present: None

Demo file: https://eu-testing.moonlight.tf:27107/de...44.dem.zip

General comments

Wave 2: Tone down black boxes or space their spawns out more

Wave 3-5: Giant spam is too much, everything happens too fast (check demo file)

Wave 6: Remove giant scouts, reduce the move speed on the bosses
You should also test how the engineer boss behaves if the heavy is killed before the engineer and make sure that it doesn't bug out.

Miscellaneous: Having simultaneous tank spawns all the time gets a bit repetitive and boring. You should mix up the tank spawns so it's not always two spawns at once.

The judges will have to expand upon this whenever they get to your mission. Overall the mission has solid bones and good ideas, but needs some fine-tuning to bring it down to advanced difficulty.
(This post was last modified: 07-20-2022, 04:31 PM by Pineapple Medals Bot.)
Version 2

-       Reduced amount of spies 

-       Removed 1 gscout (straggled)
-       Gave gknights and gshotguns an additional uber med

-       Cut amount of ghuntsman in half (8 -> 4)
-       Made sticky demos support limited

-       Nerfed Deagle damage

-       Reduce Gas pyro afterburn
-       Reduced amount of tanks in each subwave to 1, buffed hp to compensate. 40k and 45k tanks respectively.
-       Reduced spawncount and maxactive on demoknight support: 6 and 12 -> 4 and 8 
-       Engie boss damage nerfed

Attached Files
.pop   mvm_mannworks_adv_object_overflow.pop (Size: 35.34 KB / Downloads: 39)
(This post was last modified: 09-16-2022, 09:08 PM by Quantum Apple.)
Judges Present: Yoovy, Erikku, PDA Expert

No Strike

-Scout (Yoovy)
-Demoman (Erikku)
-Soldier (Mo)
-Engineer (PDA Expert)

Demo: https://us-testing.moonlight.tf:27107/de...30.dem.zip

Wave 1:
-Remove the Extended Concheror Soldiers that are squaded with the Steel Gauntlets, the Giant Shotgun Heavy moving at almost default move speed is too much on a map like Mannworks

Wave 2:
-Felt Fine

Wave 3:
-Give the Armored Conch Soldiers a 35% move speed penalty to make their tanky nature easier to hit

Wave 4:
-The first half of the wave feels harder than the last bit, there are too many things that need major attention such as: 2 Tanks, Giant Scouts, Giant Burst Fire Soldiers with Kritz Medics, it divides the team up really thin and makes the last half seem easier as its just a few Giant Demomen with Giant Heavies, so specifically just make the first half on par on difficulty with the second half

Wave 5:
-Starting point of the wave is a hassle, Samurai Demos and Giant Burst Fire Demos charging everywhere is pure chaos and not enjoyable to try and aim at them, remove the increased charge duration of the Giant Demos or even out-right remove their shield, can also replace the Samurai Demos with a less lethal robot if you don't want to remove the Giant Demos shield (but please make the Giant Demos charge duration normal if you don't remove the shield).
-The Giant Heavies at the last subwaves don't need Armored Kritzkrieg Medics, the shields and abundance of danger the robots carry is a strong enough push force even without crits.

Wave 6:
-Unique reference but the bosses can honestly just be wiped from the wave, mission should end when the last tank dies.
(This post was last modified: 10-15-2022, 10:56 PM by Yoovy.)
Made some pretty big reworks of the mission

V3 Change log:
- Added bat scouts to first subwave
- Removed umeds on gshotguns
- Removed conch from soldier + gauntlet squads
- Sped up G bat scouts (to prevent straggling)
- Made huntsmen support limited
- Removed samurais
- Changed gcharged to crit gsoldiers, lowered amount from 4 -> 2

- Lowered amount of lnl demos from 36 -> 30
- Increased amount of direct hits from 12 -> 18, increased max active from 4 -> 6, lowered spawncount from 4 -> 3
- Made heavies support limited, lowered AI to easy
- Reduced cash from $1100 -> $800

- Gave armored conches -25% movement speed penalty
- Removed alwaysfire from pyros
- Lowered amount of ghuntsman from 4 -> 3
- Lowered amount of aconch from 6 -> 4
- Lowered amount of heaters from 12 -> 8
- Lowered amount of gauntlets from 8 -> 6
- Increased cash from $1200 -> $1500

- Increased number of gburst + akritz from 9 -> 18
- Moved tanks to 2nd subwave
- Made second subwave waitforalldead
- Changed to just 1 tank with 20k
- Increased number of shortstops from 12 -> 16, decreased waitbefore from 10 -> 0

- Removed charge duration bonus from gdemos chargers
- Removed samurais
- Gave gdemo chargers crits
- Replaced buff soldiers with df pyros
- Lowered amount of Grapids from 8 -> 6
- Removed banners
- Removed armored kritz meds
- Increased WaitBetweenSpawns of G DF pyro from 10 -> 15

- Removed Bosses
- Lowered spy desiredcount to 3
- Many more big changes

Attached Files
.pop   mvm_mannworks_adv_object_overflow.pop (Size: 35.02 KB / Downloads: 32)
(This post was last modified: 12-22-2022, 11:04 AM by Quantum Apple.)
Judges present: M1, Package, Average
Demo link: https://us-testing.moonlight.tf:27107/de...74.dem.zip

-Many of the giants were spawned in such a way that they would stack, as one would spawn on the far side and the next would spawn on the near side. Try spawning them in pairs of two on both sides to prevent this from happening in the future.

Wave 1
-The first subwave needed a bit of extra stopping power.

Wave 3
-Decrease the maxactive of the commons by 1 to prevent them from collecting in huge numbers (spawncount 4 maxactive 8 -> spawncount 4 maxactive 7, for instance)

Wave 6
-This wave feels extremely unfinished. Not only has the mission gone on long enough by the time this wave happens, it's also extremely high cash and doesn't threaten outside of simple damage requirements. It's not very interesting.
-I'd recommend straight up cutting this one out and maybe changing wave 5 to feel a bit more like a finale.
(This post was last modified: 12-29-2022, 05:48 AM by M1.)
Quote:-Many of the giants were spawned in such a way that they would stack, as one would spawn on the far side and the next would spawn on the near side.

I guess this was a stack overflow Smile
V4 Change Log:
- Added voicelines at the start of the waves (me casually yoinking ideas from Mo)

- Changed batscout wavespawn to scattergun scouts
- Changed crit gsoldiers to be wfas instead of wfad

- Lowered bonk scouts amount from 18 -> 15, spawncount and maxactive from 6 -> 5
- Lowered persian maxactive from 8 -> 7
- Lowered phlog maxactive from 6 -> 5
- Lowered sticky demo maxactive from 8 -> 7, increased totalcount from 16 -> 20

- Removed 1st subwave, grapids are now 1st subwave
- Increased heavy maxactive from 4 -> 8
- Added 20 df pyros
- New 2nd subwave (combination of parts from previous w6)
- Removed pyro and huntsman support
- Gave gheavies kritz meds, made them only spawn on the right to reduce stacking
- Reduced waitbetweens of gdf pyros and gheavies from 15 -> 13

- Removed

Attached Files
.pop   mvm_mannworks_adv_object_overflow.pop (Size: 31.22 KB / Downloads: 31)

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