This was originally supposed to be v3, as it features massive wave re-balancing and reshuffling. Then, right before I released, I took a step back and realized I made this mission messy as hell. I'm gonna be taking a few days to remake this mission from scratch, keeping most-if-not-all of this version's revisions but cleaning up the mission to make it more congruent. I'm basically just uploading this version for archival purposes, so you can see what the original v3 was going to be.
I'm usually happy with the stuff I put out, so this is a first for me.
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OVERALL
- Separated the templates into their own file, robots_snickerpuffs.pop
- Brought several Giants back to full size. They were previously shrunked down, due to an error on my end I could not replicate elsewhere.
- Reworked and resuffled the first three waves, to increase difficulty (wave preview not included in this version)
W1
- Removed the Engineer, as it wasn't functioning
- Added several Giant Flare Pyros that spawn at the start of the wave, just before the standard Flare Pyros
- Moved the Enforcer Spies from w2 to w1, spawning alongside the Crit Scouts
- Replaced the Huntsman-Pyro subwave with Polycount Demos, Heavies, and Pyros
W2
- Entirely reworked much of this wave.
- Reduced the Shortstop Scouts' AI levels. They are now Normal difficulty
- Made Giant Polycount Pyros slightly less fast, from 85% of normal Pyro speed to 80% of normal Pyro speed
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W3
- The Giant Heater Heavies now spawn at the start of the wave
- Increased the number of Giant Heater Heavies, from 4 to 5
- Replaced the normal Bat Scouts with Minor League Scouts
- Added a third "class-exclusive mob" of Soldier bots
- Moved the Giant Polycount Soldiers from w2 to this wave, where they spawns after the Giant Heater Heavies die
W4
- Raised the Giant Uber Medics charge threshold. They'll now pop much sooner after receiving damage
- Increased Chief Concheror's heal-on-hit, from 500 to 750