MvM Most "Horrible" Wave Ideas

Pawlakov

Deliberately incoherent
aa
Jun 1, 2013
189
41
As in the title.

Example:
WaveSpawn
{
Where spawnbot
TotalCount 50
MaxActive 50
SpawnCount 10
WaitBeforeStarting 5
WaitBetweenSpawns 10
TotalCurrency 500

TFBot
{
Class Heavyweapons
Name "Hoovy"
Skill Easy
ClassIcon heavy_mittens
Scale 0.5
WeaponRestrictions MeleeOnly
Health 10
Attributes AlwaysCrit
Item "The All-Father"
Item "Point and Shoot"
Item "The Holiday Punch"
ItemAttributes
{
ItemName "The Holiday Punch"
"damage bonus" 0.2
}
CharacterAttributes
{
"move speed bonus" 2
"head scale" 0.5
}
}
}
 

Pawlakov

Deliberately incoherent
aa
Jun 1, 2013
189
41
Try this ;)

WaveSpawn
{
Where spawnbot
TotalCount 50
MaxActive 20
SpawnCount 10
WaitBeforeStarting 5
WaitBetweenSpawns 10
TotalCurrency 500

TFBot
{
Class Heavyweapons
Name "Hoovy"
Skill Expert
Scale 2
WeaponRestrictions SecondaryOnly
Health 30
Attributes AlwaysCrit
Attributes MiniBoss
Item "The All-Father"
Item "Point and Shoot"
Item "The Sandvich"
CharacterAttributes
{
"move speed bonus" 2
"head scale" 2
}
 

Ælement

Comfortably mediocre
aa
Dec 21, 2010
1,481
1,616
I remember playing a wave made by Alias that had a rapid fire soldier whose rockets had like a 400% larger explosion radius, killed you instantly and produced so much smoke that half the map was under a thick shroud, that killed everyones framerates and made it impossible to see where the soldier was.

Also, is that Egon Olsen in your avatar?
 
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UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
Anything Alias can come up with takes the cake for this thread..
  • Giant soldiers that shoot 20 crit rockets as if its a shotgun
  • Pyro with the range of a sniper rifle (impossible currently)
  • A giant heavy with a giant medic that is also being healed by a giant medic all 3 having knockback resistance
  • A wave with 7 engineers at once of which 2 can tele (and build a tele) in and 5 walk in (and not build a tele). guarded by waves of deflector heavies.
  • Phlog pyro with double walk speed, constant crits and health on kill (thank god i nerfed this)
Just some examples that i had before where some are tested and some arent. And also:
2013-06-08_00007.jpg

I remember playing a wave made by Alias that had a rapid fire soldier whose rockets had like a 400% larger explosion radius, killed you instantly and produced so much smoke that half the map was under a thick shroud, that killed everyones framerates and made it impossible to see where the soldier was.
That was my older version of the Rocket rain chief soldier.
 
Last edited:

Toomai

L3: Member
Apr 14, 2011
129
144
Can you spawn Soldiers with painted Cow Manglers? (I know server mods can do it to players.) It would be humerous to see a wave of Soldiers each firing a different colour of the rainbow at you.

And you might think the red ones are on your team.

And actually depending how the particles work, black would be invisible.
 

Kierany9

L1: Registered
Mar 10, 2014
19
11
A giant heavy that shoots rockets instead of bullets

Also has Rocket Specialist.
 
Apr 14, 2013
663
343
SHOTGUN:
90px-Backpack_Shotgun.png

I played your map too and it didn't lag (not in the shotgun-rocket part, at least). The map was some sort of coaltown-badwater theme and you started with 1000000000000 money so you were maxxed, but there were lots off soldiers shooting shotguns, 6 players shooting lots of stuff as well, and the map had no optimisation at all (it was one big open area, a few tunnels and shacks and a spawn).
 

UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
The map was some sort of coaltown-badwater theme and you started with 1000000000000 money so you were maxxed, but there were lots off soldiers shooting shotguns, 6 players shooting lots of stuff as well, and the map had no optimisation at all (it was one big open area, a few tunnels and shacks and a spawn).
If that had to describe a map of me then its incorrect since i only made intercept and skullcove. And skullcove has optimisations.
 
Apr 14, 2013
663
343
so once again you get me wrong...
I played a random map as described above. I DO NOT KNOW THE NAME OR THE CREATOR. It had lots of shotgun (rifle- with bullets in it...) soliders, and it lagged, which made it extremely hard to play on. (But it was still fun to play as scout)
I happened to be in your map test of Intercept 2-3 days ago, it was a good (non detailed) map, and had nothing to do with the story. It had no real shotguns in it and it was hard, but not laggy. I never played skullcove.

And now that you mentioned it- the wave with the 2 giant deflector heavies with 1/4 health fill on kill was a really hard wave as well.
 
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UKCS-Alias

Mann vs Machine... or... Mapper vs Meta?
aa
Sep 8, 2008
1,264
816
And now that you mentioned it- the wave with the 2 giant deflector heavies with 1/4 health fill on kill was a really hard wave as well.
Well, its a bit like mannhattan with that soldier/medic wave. At first people dont realy know how to attack them, but once they do they are easy. You also forgot that you didnt have a medic. The lack of a shield is a real pain when trying to kill them.

Once the teams changed we did most of that wave with just 5 people (a 6th joined near the end while the heavies were attacking C).

To me wave 1 was worse in balance since no one was expecting the pyros to go for the pit rather than a CP. And in that case there is a flaw in the balance (if you are aware defending is easy - if unaware they ninjacap)