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https://www.dropbox.com/s/zxm65tnjnmq3jg6/mvm_area_52_rc3_int_actinide_affront.pop?dl=0
Testing Requests:
- No gas passer or medic shield.
Changelog (v1 -> v2):
Wave 1:
- replaced Giant Medic with Quick-Fix Regen Medics with more HP
- added 2 more Giant SMG Snipers, each with their own medic
- reduced overall number of Demomen from 35 to 20
- Set Giant Pyro to WaitForAllSpawned after 4 Milk Scouts
Wave 2:
- Added 20 Skill Easy Soldiers for Subwave A-1
- Added 10 Reflector Pyros; decreased walk speed
- Made Homewrecker Pyros gatebot
Wave 3:
- changed Loose Cannon Demos so they should fire more slowly now
- Changed MaxActive on Super Scouts from 4 to 2, WaitBetweenSpawns from 10 to 13
- Increased WaitBetweenSpawns on Giant Shotgun Heavies from 12 to 20
Wave 4:
- Made Giant Sandmen Spammers spawn after Gate Tank dies
- Changed gate tank hp from 10k to 12k and... other tank hp from 18k to 16k
- Removed heavy/medic combos
Wave 5 and 6:
- Remade
Testing Requests: No Gas Passer, Medic Shield, or Heavy. Would like to be present for any tests, just ping me in discord
https://demos.potato.tf/prejudging/mvm_area_52_rc3_int_actinide_affront_1563400843.dem
Contains popfile and a new icon, "pyro_homewrecker_reader".
Changelog (v2 -> v3):
Wave 2:
- Changed Giant Mangler Soldier/Blast Medic combo from WaitForAllDead to WaitForAllSpawned in hopes of decreasing delay before this subwave
- Increased Giant Mangler Soldier health from 3000 to 3800 to be consistent with other giant soldiers
- Decreased Blast Medic health from 1200 to 900 to compensate for increased soldier health
- Made a new icon for the homewrecker pyros; y'all can also take a crack at this if you want
Wave 3:
- Removed "damage causes airblast" from Giant Loose Cannon Demos
- Changed Gatebot Giant Shotgun Heavy to the non-gatebot version
- Removed 10 Bowmen/Medic Pairs
Wave 4:
- Added "Skin 1" to gatebot tank
- Decreased Flank Tank (2nd one to spawn) health from 16000 to 14500
- Replaced "Sandman Spammers" with Valve Armored Sandman Scouts upon learning that there is zero difference
- Added Natascha Icon and Name to Giant Natascha Heavy (the valve template used only says "Giant Heavy"); please advise if this icon is appropriate
- Decreased Giant Milk Scout health from 1600 to 1400
- Added correct icon for Giant Milk Scouts
- Changed "fire rate penalty" on support mangler soldiers from 0.8 to 0.7
- Removed Support Engineers
Wave 5:
- Removed Kritz Medics from Giant Pyro, as they would not use their ubercharge and the wave ran fine without it
- Changed "move speed bonus" on Support Gatebot Third Degree Pyros from 1.3 to 1.15
Wave 6:
- I counted 4 Giant Demoknight combos engaged in the pre-judge test; changed Giant Demoknight/Quick-Fix Medic combo support to a regular wavespawn. Open to changing it back if judges desire
Wave 7 (Boss wave):
- No changes; just asking for if you guys want a custom icon for the boss.
Testing Requests: Same as before.
I made a typo and it broke the popfile lol
Here's a demo file[demos.potato.tf] of our run.
Now includes both my homewrecker icon (made by me) and demo_paintrain (unknown author), since I couldn't find it on the icons list.
TESTING REQUESTS:
No exploding gas, no medic shield, no heavy, no sniper, and no spy. Ping me when you test
Please do not run shotgun pyro this time ok
CHANGELOG (v3.5 -> v4):
Wave 1: goal is to make the rush when the demomen spawn more manageable
- Moved some money around, wave now has 600 instead of 650
- Increased WaitBetweenSpawns on Gatebot Demomen from 2.5 to 3.6
- Decreased TotalCount on Gatebot Demomen from 20 to 16
- Decreased MaxActive on Gatebot Demomen from 8 to 7
Wave 2: an attempt to move the giant mangler soldier into the wave for better continuity
- Changed Name of the reflecting pyros to more accurately fit their increased hp
- Changed Axtinguisher Support to RandomChoice Slow Flare and Axtinguisher Support
- Changed WaitForAllSpawned on Giant Mangler Combo from the Homewreckers to the Giant Boxing Heavies
- Increased WaitBeforeStarting on Giant Mangler Combo from 3 to 5
Wave 3:
- replaced Zoning Pyros with regular Pyros (AlwaysFireWeapon, Skill Normal); no one really liked them
Wave 4:
- Removed money from tanks (both gate tank and flank tank have 100 cash each now); wave now has
- Reduced MaxActive on Demomen from 10 to 8
- Added Tag bot_giant to Giant Natascha Heavy
- Replaced icon for Giant Natascha Heavy: heavy_grapple_giant -> heavy_natascha_nys_giant
Wave 5:
- Removed some money from Giant Pyro, wave now has 550 instead of 600
- Added Tag bot_giant to Giant Demomen
- Added nav_prefer tags so the giant demos should take different paths, preventing them from stacking as much
- Removed gatebot-ness from Support Pistol Scouts and Support Crit Third Degree Pyros in last subwave
Wave 6:
- Added Tag bot_giant to Giant Heater Heavy
- Removed gatebot-ness from last few flare pyros
Wave 7:
- Increased HP on boss from 26k to 32k
- Removed gatebot-ness from Support Melee Scouts and Pain Train Soldiers
Mission is fine balance wise overall, but it's way too short. If we can do it in less than 20 minutes with 4 people, imagine what 6 people with a heavy could do.
You can either expand on the waves you have or make another wave, just find a way to make the mission longer.
Demo: https://demos.potato.tf/judging/mvm_area_52_rc3_int_actinide_affront_1566675472.dem
https://demos.potato.tf/judging/mvm_area_52_rc3_int_actinide_affront_1566675472.dem
mvm_area_52_rc3_int_actinide_affront
[Victory] Time spent on Wave 1: 2 min 58 sec
[Victory] Time spent on Wave 2: 4 min 25 sec
[Victory] Time spent on Wave 3: 2 min 37 sec
[Victory] Time spent on Wave 4: 2 min 6 sec
[Victory] Time spent on Wave 5: 2 min 53 sec
[Victory] Time spent on Wave 6: 2 min 10 sec
[Victory] Time spent on Wave 7: 2 min 40 sec
Total success time in mission: 19 min 49 sec (100%)
Total time spent in mission: 19 min 49 sec
As is stands, this mission is very much on the shorter side of things. At its current rate you could easily add an additional wave, or expand on (some) current wave, the choice is yours
W2:
This is a suprisingly difficult wave, especially once the giant soldier start rolling out with a giant heavy in toe, and soldier support to boot. That's alot of firepower and health to pit the player against and in wave 2 of an intermediate no less
READ BELOW:
As of now, all missions that have yet to be accepted are on a three-strike system.
If your mission submission is not passed in its entirety within the next 3 tests, it will be disqualified. If your submission is disqualified it is a final decision. There will be no more opportunities for resubmission after disqualification.
If more than one week goes by between testing and the mission being updated, one of the resubmission opportunities will be docked.
This mission is on Strike 1
https://www.dropbox.com/s/6bncpwsxiehcv5d/actinide_affront.zip?dl=0
I should stop pushing this back, I'm going to make a better changelog too
I just forgot how days work
Changelog:
Wave 2:
- Changed Heavy Reflector Pyros' Health from 400 to 300
- Changed WaitBeforeStarting on CM5K Soldier/Blast Vac Medic from 20 to 15
- Reduced TotalCount and MaxActive on CM5K Soldier/Blast Vac Medic from 4 to 2; removed WaitBetweenSpawns on this subwave as it is now irrelevant
Wave 5:
- Reverted changes from OG version 5 because (a) it turned out to be too overwhelming for players in tests and (b) it broke certain wavespawns
- Added another two Giant Demos to second subwave; same spawning rules as with other Demos
- Changed ClassIcon on the Giant Demos to demo_spammer_giant
- Added a Giant Pyro with Attributes AlwaysFireWeapon to spawn 4 seconds after 2rd set of Giant Demos spawn
- Added Tag bot_giant to the new Giant Pyro (just in case)
- Changed Support Pistol Scout wavespawn to Support Pistol Scout + Quick-Fix Medic Squad; increased WaitBetweenSpawns from 1.5 to 3.2 and MaxActive from 5 to 6
Wave 6:
- Reverted Giant Demoknight/Quick-Fix combos to support for testing purposes; will update with a normalized amount once I get a good number
- Reverted changes from OG version 5; see note in Wave 5's changes
- Added another subwave to end of wave:
+ 3 Giant Charged Soldiers (WaitForAllSpawned final set of flare pyros): MaxActive 3, SpawnCount 1, WaitBetweenSpawns 16, WaitBeforeStarting 0
+ 20 Ali Baba Demoknights (WaitForAllSpawned final set of flare pyros): MaxActive 5, SpawnCount 1, WaitBetweenSpawns 1.5, WaitBeforeStarting 8
- Added Tag bot_giant to the Giant Charged Soldiers (just in case)
Wave 7:
- Fixed the Pain Train Soldiers not being Pain Train Soldiers; turns out they accidentally got PrimaryOnly instead of MeleeOnly
Testing Requests:
No exploding gas, no medic shield, no heavy, no sniper, and no spy. Ping me when you test, preferably not on weekend nights as I have scrims
Pass with these changes
https://www.dropbox.com/s/cnbsn88mfc7ve8d/actinide_affront_final1.zip?dl=0
Changelog coming soon, this was my first true day off from work this week
Let me know if any icons aren't following conventions, I'll change them in a jiffy
Fixed a typo which caused huntsmen on w3 to wait for a support to stop spawning