• Custom MvM mission: Stack Overflow
    6 replies, posted
Give it a go if you have a while, but don't even try if you can't play MvM. If you have any feedback, post it. [i] After countless withdrawals and failures to take Mann Co. facilities in Rottenburg, Gray Mann decided to rethink his strategies. He came to a conclusion that he needs more sophisticated robots, so he decided to go back to his lab and make them. But here's the problem - he ran out of money for fuel and research! In order to get the required money, he contacted Saxton Hale and informed him about his auction. Whoever gives the highest bid, gets to fight 5 siberian tigers, 2 lions, 3 vultures and 4 elephants with bare hands, and then eat whatever is left. Saxton Hale won the auction by putting the whole budget of Mann Co. for the bid. Now Gray Mann acquired a whole lot of money for research and fuel, and everyone at Mann Co. (this includes mercenaries) were left penniless. After the research was completed, Gray Mann once more dared to attack Mann Co. facilities in Rottenburg, but now with more robots, better robots, wiser robots, wiser combinations and better weapons. And of course more money. Will the mercenaries stop the robots without having anything to upgrade for? [/i] The mission is available to play on [url=http://steamcommunity.com/app/440/discussions/1/541906348056771530/]sigsegv's server[/url], and also for download [url=https://www.dropbox.com/s/sqxxwpj8d2stayp/mvm_rottenburg_stack_overflow_prefinal.pop?dl=0]here[/url] (the server files and download link are always updated with the latest version). Current version: prefinal [U]Changes from previous version:[/U] - added 200$ to all waves - Hacker Heavies were given triple spinup time - reduced spawn rate of Giant Rapidfire Soldiers on wave 4 - changed Giant Bison Soldiers on wave 5 to Corporal Clashes - removed Hacker Heavies from waves 6 and 7 - wave 7 has less Giant Soldiers (they had no purpose whatsoever after all Super Giant Soldiers were destroyed) - delayed spawn of Super Scouts on wave 7 to make the subwave even more cramped The mission is pretty spammy with quite high amount of cash. Amount of cash per wave steadily decreases by 100$. The difficulty is supposed to rise constantly, allowing difficulty spikes, but keeping the level. The robots will also trick you in many ways, so never let your guard down. [u]Mission features:[/u] (obviously no one will ever read it all) - [b]Air Force Soldier[/b] floats down from the sky extending invulnerability period and then fights. - [b]Cadet Clash[/b] a robot 30% better than every other. - - [b]Corporal Clash[/b] giant Clash. More hp etc. - - [b]Colonel Clash[/b] chief Clash. Probably the only hard boss you'll ever see. - [b]Milkman[/b] support robot throwing milk at you with extreme speed and accuracy. Often accompanied by Heavies. - [b]Hitman[/b] free-lance head-hunting killer machine rented by robots to help wipe out the mercenaries. Supreme accuracy and annoyance guaranteed. - - [b]Super Hitman[/b] the best free-lance head-hunting killer machine available rented by Gray himself to delete the mercenaries. Ridiculous annoyance guaranteed. - [b]Glasscannon Scout[/b] Gray's outcome of his research on speed. This robot is packed with big firepower and such extreme swiftness that even the bomb doesn't slow him down. - [b]Giant Glasscannon Demoman[/b] Gray's outcome of his research on speed. Packed with worse body armor, bigger swiftness and powerful elimination tool, this robot is ready to wipe out anyone standing between him and the hatch. - [b]Barrage Scout[/b] side effect of Gray's research on firepower. Don't let the looks deceive you. He might be wimpy-looking, but what he carries is a mixture of scattergun and minigun. - [b]Giant Sniper[/b] tanky SMG carrier. Accurate. - [b]Antispy Filter[/b] Giant Sniper's servant who takes care of pesky Spys. - [b]Noob Snipers[/b] scrapped prototypes of Giant Sniper. These robots were supposed to stay in Gray's lab for all eternity, but due to bugs with AI, they misunderstood Gray's commands and instead went out for adventure. Due to a coincidence, they were carried with the Carrier Tank to Rottenburg. - - [b]type 1[/b] his AI is so underdeveloped that he can't even use a Sniper Rifle, leaving him with the SMG. - - [b]type 2[/b] naively believes that Darwin's Danger Shield will make him invulnerable. - - [b]type 3[/b] still can't aim and uses Sydney Sleeper to be any useful. - [b]Long-distance Demoknight[/b] demoknights with more health and charge distance due to Claidheadhm Mór. - [b]Hacker Heavy[/b] have you ever wanted to beat up script users playing MvM? Well, there you go. - [b]MC Whip[/b] for Gray's call, he left his rap band and now beats up close-quaters combat classes. - [b]Super Giant Soldier[/b] effect of Gray's research on firepower. Highly threatening. - [b]Super Giant Medic[/b] effect of Gray's research on buffing. Popped becomes invincible and gives its patient damage boost. [u]Possible issues:[/u] - difficulty slope and balance between classes
Updated to version 1 pre 7.
Great map had alot of fun with it. Has a nice spin on standard mvm with the types of robots you face.
Updated to version 1 pre 8. Updated to version 1 pre 9.
Quite fun mission to play. Definitely not at or above expert difficulty though. Or at least not yet. Tweaking the amount of money might solve that. Most difficulty spikes came later into the mission, Starting at the time the first darn hacker/penetrator heavies arrived. Using milk spamming scouts in combination with heavies was interesting. And from my perspective, the mission looked very heavy friendly. Might be because of our heavy friendly class balance and the fact that our first demoman was kinda meh. But still, 320k on my first attempt feels like too much. Colonel Clash was fun, but as someone pointed out at the end, it seemed to shoot half its salvo into the ground for some reason. What are the stats of that boss again? And those giant heatmaker snipers can burn in hell >:(
A MVM mission that'll keep you on your toes, and challenging for those uninitiated. Hacker Heavies will make your life hell, cause even if they won't kill you, they'll smack you halfway across to map to make sure you can't touch them. Speaking of no touching, MC Whip is the greatest thing ever. Of all time.
Updated to version 1 pre 10. - removed 2400 dollars from the mission's effective money - after Colonel Clash is defeated, a fast tank spawns - Air Force Soldiers were given an icon - Super Giant Soldier and Super Giant Medic were given an icon - Soldiers stopped committing suicide - Colonel Clash was given 10% reduction in blast radius instead of 50% - nerfed Hacker Heavies - - now use stock miniguns with penetration, but still have limited aimbot, nospread and half-godmode - boosted difficulty on waves 2-4 - - overall: Giant Bison Soldiers took on better Bisons - - wave 2: Cannon Fodder bots that protect Cadets Clash were given Fists of Steel - - wave 2: Shotgun Soldiers took on better shotguns - - wave 3: Deflector Heavies + have more health - - wave 4: Increased count, spawn intensity and spawn frequency of Giant Rapidfire Soldiers [QUOTE=Doctor_MeeM;50183188]Quite fun mission to play. Definitely not at or above expert difficulty though. Or at least not yet. Tweaking the amount of money might solve that. Most difficulty spikes came later into the mission, Starting at the time the first darn hacker/penetrator heavies arrived. Using milk spamming scouts in combination with heavies was interesting. And from my perspective, the mission looked very heavy friendly. Might be because of our heavy friendly class balance and the fact that our first demoman was kinda meh. But still, 320k on my first attempt feels like too much. Colonel Clash was fun, but as someone pointed out at the end, it seemed to shoot half its salvo into the ground for some reason. What are the stats of that boss again? And those giant heatmaker snipers can burn in hell >:([/QUOTE] Thanks for that feedback a lot. This time I tried increasing the difficulty by buffing some bots and taking away a whole bunch of money. That problem with Colonel was an AI-related issue that I can't fix in any other way than not giving his rockets that small of a blast radius. That time he had 100000 health, 500 health on kill, double damage (due to a bug or oversight), 6 rockets, max rocket speed, fast firing, super fast reload and 50% of normal blast radius; now he has quadruple damage, 90% of normal blast radius and full immunity to his own rockets. [QUOTE=Pich-un;50185024]A MVM mission that'll keep you on your toes, and challenging for those uninitiated. Hacker Heavies will make your life hell, cause even if they won't kill you, they'll smack you halfway across to map to make sure you can't touch them. Speaking of no touching, MC Whip is the greatest thing ever. Of all time.[/QUOTE] In case anyone's wondering - no, Hacker Heavies don't apply extra knockback, it's their huge damage per hit that throws people around. No, Super Hitman is greatest ever >:(
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