Team Fortress 2

Team Fortress 2

Spineyard
Bluhu 1 Sep, 2023 @ 8:30am
The Skeletal Question.
So I tried out the map in single player, just for the skeletons, and I am not sure on how balaced they are.

So far their traits is: - Having a massive health pool (around 200 if not 300 hp)
- Pin point accuracy
- a descent range
- a good damage output, especially in groups
- have no reload animation or magazine size.

I actually really like how they pose an actual threat, basically being able to shread through everything and everyone, balancing out the teams a bit, or making a semi truce to fight off the skeletons. I am sadly not capabale of running the map with some actual players, so I am not sure how well this concept would overall work out. Another thing I really liked is that these npc's actually play the hit sound effect and text when being hit, which gives the whole thing a lot more feedback.

I also love how they are almost like the fishman of the other recently made map called Slime. While they don't really have unique animations (which can still be fixed to make it even more special), their guns make unique sound affects, and they are very unique amongst the skeleton reskins that we already have (I still love those ones, but they aren't very unique when it comes to how they work, but we do need more unique haloween themed npcs like these, who knows! Maybe one day we could get a mvm campaign, but it's mann vs monsters!).

But there are drawbacks. The fishman of Slime are fun to fight against because they aren't only unique in design, concept, and execution, but they also do things that are unique to them. And because they can't just outright kill you from a distance, but can swarm you if you aren't careful, it makes it very fun to fight against them. On the other hand, the mafia skeletons are power houses. Classes that are relatively short ranged, or have a small health pool can't really fight them off, which can be especially frustrating when there are also other players around.

Another big one is their slightly dumb AI and path finding. There was a skeleton that was frozen and would only shoot me if I got into it's line of sight, but would not turn around or walk. And many of them got stuck, in stairs, or could not follow me around, or at least not everytime. I do like how while they run at you, but still sort of keep their distance away. But I would prefer if they could actually get to me. They can also see through the spawn doors, which leads to them constantly shooting at the spawndoor when a player is behind it. I wonder if a npc clip could fix that, or something that makes that spot semi invisible to them unless someone opens the door.

Negatives: - bad path finding
- interesting, but badly executed AI

Overall, I really like this map and it's many features, the skeleton maffia being a highlight. While not perfect, they are still very cool, and I would love to see them in the game, and especially the "Rattle 'em boys!" meme being a part of tf2 like how the summer update brought us seals. It would also make this some of the most unique maps available in tf2.

Changes I would like to see: - A better AI
- A better path finding
- it might be a good idea to make it a truce like in Ghost Fort everytime when Merasmus spawns, but it would be less annoying because skeletons only spawn when a capture point is captured. Like this we wouldn't have to worry about fighting against the enemy team and the skeletons at the same time, so you wouldn't have deaths that are tottaly out of your control.

Potential changes: - Short range classes like scout can't really do too much against these guys, mainly becaus of how accurate, how fast they fire, and how much damage they deal. I feel like they could have less health points, or something that makes them a bit easier to kill, but this should be very experiental as I can't play test this with actual players. But experimenting with damage, firing speed, and etc could make fighting against them more fun.
- Adjusting the arms a little so it actually grips where it should, a welcome channge, and we all love the small details. But I don't deem this one necessary eaither, as it functions perfectly fine without this small detail too.

If anything, I am very glad that more haloween based npcs are potentially coming into to the game. I would love to see a mann vs monster one day where all of these passion projects could collide together.

Keep in mind that I couldn't playtest this with other players, so don't mark my words, but I really feel like that this is almost perfect.
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Showing 1-3 of 3 comments
Tree 1 Sep, 2023 @ 10:20am 
I totally agree with all of this, especially the MvM idea and adding more fitting animations so that they hold the gun properly
Mikusch  [developer] 1 Sep, 2023 @ 10:32am 
Hi, thanks for the feedback. I am still actively improvíng the NPCs and tweaking their pathfinding and AI. There will be an update to the map soon that hopefully improves a lot of aspects about them. Stay tuned!
Bluhu 1 Sep, 2023 @ 11:08am 
Originally posted by Mikusch:
Hi, thanks for the feedback. I am still actively improvíng the NPCs and tweaking their pathfinding and AI. There will be an update to the map soon that hopefully improves a lot of aspects about them. Stay tuned!

can't wait to try it out!:D
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Showing 1-3 of 3 comments
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