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[L4D2] Standardized Revamp Structure 1.0 RTW


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Author
Downtown1
Veteran Member
Join Date: Mar 2004
Plugin ID:
1413
Plugin Version:
1.0 RTW
Plugin Category:
Gameplay
Plugin Game:
Left 4 Dead
Plugin Dependencies:
    Servers with this Plugin:
     
    Plugin Description:
    A set of changes for the gameplay to make it more suitable for league/tournament play.
    Unapprover:
    Reason for Unapproving:
    continued here: http://forums.alliedmods.net/showthread.php?t=128578
    Old 01-18-2010 , 00:06   [L4D2] Standardized Revamp Structure 1.0 RTW
    Reply With Quote #1

    Moved to: http://forums.alliedmods.net/showthread.php?t=128581

    Standardized Revamp Structure 1.0 RTW

    Gameplay Changes

    We are proud to announce a list of major gameplay changes provided by this mod, from never-before-seen features to the tried-and-true:
    • Tanks will spawn on every map (even maps that don't allow it)
    • Common zombies will despawn if they fall behind survivors (and respawn in front)
    • Tank temporary immunity after spawn
      • AI tank will be frozen, will not throw rocks, and will have godmode
      • Player tank will have fire immunity and godmode for 2 seconds
      • No more prelights or getting rushed by melee cause tank was rock throwing!
    • Medkit/pill adjustments
      • Director pills are completely removed
      • All medkits (except the saferoom ones) are converted to pills
    • The following items removed
      • Defibs
      • Grenade launcher
      • Chainsaw
      • Explosive/Incendiary Ammo
      • Laser upgrade
    • Slow down survivors by 17% in water (default: disabled)
    • Special Infected will not auto-spawn on finales

    This plugin ships with the [http://code.google.com/p/l4d2-cevo-configs/ CEVO configs] soon to be available for use in the upcoming Alienware Arena tournament.

    CVARs

    Naturally for people interested in using this modification outside of the standardized competitive environment, we are providing CVARs to tweak every single feature to your heart's desire (listed at the URL).

    INSTALLATION
    CHANGELOG
    Code:
     1.0 Release To Web
          + Special Infected will not auto-spawn on finales
    
     1.0 Release Candidate 2
          + Removes the Dark Carnival 5 infinite Grenade Launcher
    
     1.0 Release Candidate 1
          + Tanks will spawn on every map
          + Tanks will not be pre-lit by molotovs
          + Common infected behind survivors will be despawned
          + Many, many items are removed

    CREDITS (srsteam members)
    Developers:
    • Downtown1
    • Frustian
    • AtomicStryker

    QA:
    • Fission

    Other contributors:
    • MDonahue
    • philogl

    Thanks to all team members for holding together and pulling through, and we hope that everyone here enjoys our mod.

    Feel free to visit our Google Code Homepage for your bleeding edge needs.

    Views:
    1.0 RC1 - 76 (bin) 53 (src)
    1.0 RC2 - 76 (bin 37 (src)
    Attached Files
    File Type: zip srsmod-1.0.rtw-src.zip (27.1 KB, 1734 views)
    File Type: zip srsmod-1.0.rtw-bin.zip (23.8 KB, 1921 views)

    Last edited by psychonic; 06-02-2010 at 18:41.
    Downtown1 is offline
    SkaP
    Senior Member
    Join Date: Dec 2009
    Old 01-18-2010 , 01:22   Re: [L4D2] Standardized Revamp Structure 1.0 RC1
    Reply With Quote #2

    Sweet this will cut down on a lot of plugins. Thanks! Test it in a few.

    I really hope this allows a Tank on Dead Center 1 Oh man is that going to be funny as hell to see.

    Edit: Just a heads up the Cvar config didn't auto-generate despite the page you linked to saying it would.

    Last edited by SkaP; 01-18-2010 at 01:44.
    SkaP is offline
    Downtown1
    Veteran Member
    Join Date: Mar 2004
    Old 01-18-2010 , 01:48   Re: [L4D2] Standardized Revamp Structure 1.0 RC1
    Reply With Quote #3

    Quote:
    Originally Posted by SkaP View Post
    Sweet this will cut down on a lot of plugins. Thanks! Test it in a few.

    I really hope this allows a Tank on Dead Center 1 Oh man is that going to be funny as hell to see.

    Edit: Just a heads up the Cvar config didn't auto-generate despite the page you linked to saying it would.
    Sorry, we don't have it auto generating the cvars, we did that to get the list of CVARs . Feel free to copy and paste that into your own configs though.

    The problem with auto generating the config is that it reads in the values from the config every single map, which would override league/tournament configs which are typically executed once before a match starts.
    Downtown1 is offline
    SkaP
    Senior Member
    Join Date: Dec 2009
    Old 01-18-2010 , 01:52   Re: [L4D2] Standardized Revamp Structure 1.0 RC1
    Reply With Quote #4

    No problem still great.
    SkaP is offline
    SkaP
    Senior Member
    Join Date: Dec 2009
    Old 01-18-2010 , 02:10   Re: [L4D2] Standardized Revamp Structure 1.0 RC1
    Reply With Quote #5

    Oh this works great the Tank spawn on Dead Center 1 rakes people but it's almost always on fire if the survivors play it right and lead it into the fire. Got one to spawn seconds out of the top of the building near the first explosion and it killed 2 bots out the window. It's actually kinda balanced.
    SkaP is offline
    egor1908
    Veteran Member
    Join Date: Sep 2009
    Location: Russia
    Old 01-18-2010 , 06:42   Re: [L4D2] Standardized Revamp Structure 1.0 RC1
    Reply With Quote #6

    Quote:
    The following items removed
    -
    Grenade launcher
    Chainsaw
    Explosive/Incendiary Ammo
    Laser upgrade
    Why people allways remove them -_- I would like to see these options off by default.
    OR - same things will spawn on same places for both teams.

    And... Wow this is a nice plugin O_O <-- this is how my eyes looks now

    Last edited by egor1908; 01-18-2010 at 11:05.
    egor1908 is offline
    leonil7
    Senior Member
    Join Date: May 2009
    Old 01-18-2010 , 09:12   Re: [L4D2] Standardized Revamp Structure 1.0 RC1
    Reply With Quote #7

    Good stuff ! Thanks for your effort :d
    __________________
    leonil7 is offline
    biship
    Member
    Join Date: Dec 2009
    Old 01-18-2010 , 10:06   Re: [L4D2] Standardized Revamp Structure 1.0 RC1
    Reply With Quote #8

    Very similar to all these plugins. Nice to see some new features they don't have, but its missing still a lot. Looks promising.

    http://code.google.com/p/confogl/
    http://code.google.com/p/zero-comp-mod/
    http://code.google.com/p/crxcomp/
    biship is offline
    iNFiNiTeX
    Senior Member
    Join Date: Dec 2009
    Old 01-18-2010 , 12:30   Re: [L4D2] Standardized Revamp Structure 1.0 RC1
    Reply With Quote #9

    Great plugin. If I want to change some of the cvars do I put them in sourcemod.cfg or is there a cfg filename I can use which the plugin will read?
    iNFiNiTeX is offline
    Frus
    Senior Member
    Join Date: Aug 2009
    Old 01-18-2010 , 12:35   Re: [L4D2] Standardized Revamp Structure 1.0 RC1
    Reply With Quote #10

    Quote:
    Originally Posted by biship View Post
    Very similar to all these plugins. Nice to see some new features they don't have, but its missing still a lot. Looks promising.

    http://code.google.com/p/confogl/
    http://code.google.com/p/zero-comp-mod/
    http://code.google.com/p/crxcomp/
    The number of features does not guage how good a [competitive] plugin is. I can predict that many people will prefer this plugin to those.

    That said, this plugin is not nearly finished and done with ;)

    Quote:
    Originally Posted by iNFiNiTeX View Post
    Great plugin. If I want to change some of the cvars do I put them in sourcemod.cfg or is there a cfg filename I can use which the plugin will read?
    Just like all cvars it doesn't matter which .cfg you put them in, as long as you execute that .cfg some way. server.cfg is executed automatically by the server.

    Last edited by Frus; 01-18-2010 at 12:43.
    Frus is offline
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