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Bigrock: Blazing Heat v3b

BOT TWEAKS
* Polycount Scout (and Giant variant)
---- Increased the Shortstop's slowdown duration, from 1s to 3s (the same value as Giant Scouts)
---- Removed the Mad Milk's "snare" effect, as the new slowdown makes it redundant
* Polycount Pyro (and Giant variant)
---- Removed the "no afterburn" attributes, as they didn't function as intended
---- Fixed the Polycount Pyros accidentally using "heal on hit" instead of "heal on kill"
* Polycount Demoman
---- Removed the Loch-N-Load's blast radius penalty

MISSION
- Fixed a major bug that rendered w3 unplayable
Why is the version v3a instead of v4, you may be asking? Because I want it to be, that's why.

Also I didn't playtest the changes in this version, so if anything went horribly wrong I can fix it in v4 and everything'll be okay : ]

BOT TWEAKS
* Polycount Scout (and Giant variant)
---- Reduced the Scout's max health from 225 to 175 (for Giants, from 2250 to 1800)
---- Using the Shortstop, Scouts no longer take increased push force
---- Using the Shortstop, Scouts now slow victims for 1 second when hit (for Giants, 3 seconds)
---- Mad Milk-restricted Scouts are now the only Scouts with faster recharge rate
---- Removed the Giant Scout's move speed bonus
* Polycount Pyro (and Giant variant)
---- Increased the Pyro's damage vulnerability to bullets, from 15% to 25%
---- Using the Degreaser, afterburn is fully disabled (this isn't intended to match the weapon's original design, this is just because)
---- Using the Powerjack, Pyros are now healed by a full +75 health (for Giants, +150 health)
---- Using the Powerjack, Pyros now deal +25% damage (for Giants, +30% damage)
* Polycount Demoman
---- Increased the Demo's fire damage resistance from 50% to 65%
* Polycount Heavy
---- Increased the Heavies' critical resistance from 50% to 75%

MISSION
- Increased cash flow to bring it more in line with other custom Endurance missions. It's still on the low side
---- STARTING (1200 -> 1400)
---- W1 (1100 -> 1700)
---- W2 (900 -> 1400)
---- W3 (0 -> 200)
---- TOTAL (3200 -> 4700)

- (W1) Made the Soldier mob all standard Soldier bots, instead of 50% Polycount Soldiers
- (W3) Chief Concheror now spawns after the Tank is destroyed, instead of the Tank spawning shortly after CC spawns
OVERALL
- Lowered the difficulty from Expert to Advanced, as I'd rather have my mission be too hard than too easy.
- Increased starting currency, from 800 to 1200.
- Increased total wave cash across the entire mission
- Reduced the total waves to 3, to streamline the mission.
- Each wave now has proper "subwaves", instead of vaguely-defined hordes.
- Giants now "speak" when first spawning, to announce their presence.
- Fixed a long-standing bug where Giants would get stuck in spawn, rendering the mission unbeatable.
- Some Polycount Scouts now have a 20% slowdown "snare" effect on their Mad Milk. This change does not apply to Giant Polycount Scouts.
- Reduced the respawn wave time, from 4 to 3 seconds

W1
- Slightly increased Tank health, from 25000 to 27500

W2
- Giant Uber Medics now appear as early as this wave, spawning alongside several Giants
- Reduced the Giant Uber Medics' Ubercharge build rate bonus, from +800% to +650%
- Increased the Giant Uber Medics' Ubercharge length penalty, from 6 seconds shorter to 7 seconds shorter
- Removed the Giant Heater Heavies' health bonus. They now have the standard amount of health.

W3
- Moved the Enforcer Spies to this wave, and made them act more like normal Spybots (i.e. spawning in a support mission)
- Increased the skill level of Enforcer Spies, from Normal to Expert, to make them more of a threat.
- Replaced the Sydney Sleeper Snipers with Razorback Snipers
- Lowered Chief Concheror's health back down to it's original value of 35000, from 45000
- Chief Concheror no longer spawns with a full charge, for balance reasons
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
-

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
Got this playtested with some Potato.TF players, so this is an attempt to fix some of the issues they saw. I'm not sure if I went far enough with some of these.
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OVERALL
- Reduced "WaitBetweenSpawns" for all robots across the mission
- Decreased respawn time from 6 seconds to 4
- Fully removed a commented-out mission

W1
- Increased total wave cash, from 500 to 650
- Gave the Scouts "AlwaysCrit"
- Replaced the Giant Burst Demo with two Giant Shotgun Heavies and a Giant Charged Soldier
- Un-randomized the spawning of the Huntsman and Pyros

W2
- Increased total wave cash, from 450 to 700
- Doubled the number of Giant Polycount robots.
- Giant Polycount Scouts now run 25% faster.
- Added a custom icon to the Enforcer Spies
- Removed the fire and reload rate penalties from the Liberty Launcher Soldiers
- Added Extended Conch Soldiers with slow-firing rocket launchers that spawn alongside the Demomen
- Reduced the number of Demomen in order to end the wave faster, from 120 to 80

W3
- Increased total wave cash, from 400 to 450
- Removed the Blast Soldiers, since they were just kind of there for no reason.
- Doubled the number of Giant Heater Heavies
- Added a short wave of Pyros that spawn in about a minute after the wave begins

W4
- Increased Chief Concheror's health from 35000 to 45000
- Increased Chief Concheror's heal-on-hit from 250 to 500
- Decreased Chief Concheror's projectile spread penalty, from 4 to 2
- Cheif Concheror now spawns in with 3 Giant Uber Medics, instead of 1.
- Increased the Giant Uber Medic's healing penalty, from -20% to -75%
- Increased the Giant Uber Medic's Ubercharge build rate bonus, from 4x to 7.5x
- Decreased the Giant Uber Medic's Ubercharge duration, from 4 seconds to 2 seconds
- Brought the Tank back up to full speed (was slowed 13.34%)
- Added a batch of Persian Demoknights and Samurai Demos to keep the heat on the bomb after the Chief Concheror dies