[L4D2] No Safe Room Medkits v1.0.1
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Since L4D2 no longer a has health bonus for survivors, there's little incentive for them to look for items in versus. As such, versus matches tend to consist of the survivor team rushing since most teams can make it to the safe room with the first aid kits provided at the start of the round.
By replacing those first aid kits with pills, this plugin looks to make versus matches more challenging. This also gives a better pay off to teams that can search rooms efficiently, which should give way to more varied game play. This plug-in has been tested with the stock L4D2 levels, it even takes care of the annoying extra medkits in Hard Rain. It should also work with add-on maps, I've tested it with a few already. |
Re: [L4D2] No Aid
So there are never any kits in the game short of the occasional randomly spawned kit?
I don't mind if the players have a starting kit... it's the kits every 100 yards throughout the map that's silly. I don't even mind 1 defib in the safe room that forces the player to choose between defib or kit potentially leaving one kit behind. Personally, I don't mind if the survivors make it to the saferoom... So long as it's a fair and balanced game... So far all the plugins that strip survivors of everything seem as unbalanced as the vanilla versus mode. For my part, I've been trying to find the best balance of SI tweaks in my config along with various plugins to provide an intense game where the survivors can rush if they want but can still be stopped by an organized attacked. Really the only problem I've seen is when there's 4 or sometimes 6 kits 3/4 of the way to safe room... The Parish Map 2 comes to mind... Anyway, I like the idea of your plugin but it would be nice if there were someway to have control over the overall placement of kits and pills and such. The Scavenge Remix plugin comes to mind but I'm not sure if the concept could be applied to Health related items. |
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I don't mind survivors making it to the safe room as much as them always using the same strategy to do it: go the shortest path as quickly as possible. I don't feel that rushing itself is the problem but rather that the alternatives are not nearly as effective. By replacing starting medkits, rushing is made more difficult. The idea is that by making other strategies closer in terms of effectiveness, it gives the survivors an incentive to try different ones. Quote:
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I figure worst case I can give it a crack if it's not ready by the time I'm done. |
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Oh, i thought they were quite similar.
I was kidding anyway. But yeah, im with you on removing med packs :) |
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I know that the kits are now scripted into the map themselves, but is it still not possible to leave the safe house kits, but convert all the other kits (minus defibs since I have that black and white on defib plugin) into pills?
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The reason I wrote this one is because Crow's Annoying Item Remover doesn't let you change just the safe room medkits. |
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