SNS #47: Doom

All finished SNS events go here.
User avatar
thevarian
 
Posts: 50
Joined: Thu Jun 07, 2012 5:28 pm
Location: Vegas
Clan: Hidden Hotdogs
Clan Tag: HH

SNS #47: Doom

#1

Post by thevarian » Fri Nov 23, 2012 1:24 am

Time to put everyone to sleep with a mapset that doesn't include a ssg. Our 47th iteration of SNS is DOOM, refreshments provided for the first ten players who show up. See you there!

IWAD: doom.wad
WADs: Dead/AFK

What day: Saturday, November 24th, 2012

What time: 19:00 UTC

Times
Central Europe: 20:00
United Kingdom: 19:00
Russia / Moscow: 23:00

Eastern Time: 3:00 PM
Central Time (US): 2:00 PM
Mountain Time: 1:00 PM
Pacific Time: 12:00 PM

Where: Vicious Pariah's servers
Spoiler: Customized settings (Open)
Player/Client limit: 64/64
Skill: Ultra Violence
Maxlives: 1
Maplist: E1M1-E4M8 (36 maps)

DMFlags: 3227652
DMFlags2: 1049600
DMFlags3: 16
CompatFlags: 131136
CompatFlags2: 2

sv_fastmonsters true (enabled for first rotation)
sv_coop_damagefactor 1.15 (for second rotation)

set sv_afk_duration 10
set sv_afk_flags 1
Last edited by Guest on Fri Nov 23, 2012 8:28 pm, edited 1 time in total.

User avatar
Lord_of_D:
Posts a lot
Posts: 691
Joined: Sun Aug 26, 2012 5:31 am
Location: Mexico
Contact:

RE: SNS #47 Doom with ... well nothing!

#2

Post by Lord_of_D: » Fri Nov 23, 2012 3:35 pm

but it is going to be too easy D:
Image

User avatar
Ænima
Addicted to Zandronum
Posts: 3583
Joined: Tue Jun 05, 2012 6:12 pm

RE: SNS #47 Doom with ... well nothing!

#3

Post by Ænima » Fri Nov 23, 2012 3:49 pm

Lord_of_D: wrote: but it is going to be too easy D:
Nightmare, anybody?
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

one_Two
Addicted to Zandronum
Posts: 1753
Joined: Thu Jun 07, 2012 4:47 pm

RE: SNS #47 Doom with ... well nothing!

#4

Post by one_Two » Fri Nov 23, 2012 3:53 pm

Nightmare would be cool, or maybe we limit ourselves to just melee weapons like UV-tyson (dunno how that could be enforced).

User avatar
Marcaek
Lead Administrator
Posts: 1093
Joined: Wed Jun 06, 2012 5:05 am

RE: SNS #47 Doom with ... well nothing!

#5

Post by Marcaek » Fri Nov 23, 2012 4:01 pm

Why not just fastmonsters?

User avatar
Ænima
Addicted to Zandronum
Posts: 3583
Joined: Tue Jun 05, 2012 6:12 pm

RE: SNS #47 Doom with ... well nothing!

#6

Post by Ænima » Fri Nov 23, 2012 5:00 pm

one_Two wrote: Nightmare would be cool, or maybe we limit ourselves to just melee weapons like UV-tyson (dunno how that could be enforced).
Howbout a simple DECORATE mod that deletes all weapon spawns from the maps, meaning that everyone is limited to the fist, pistol, and shotgun (which can still be dropped by sergeants)?
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

User avatar
Dusk
Developer
Posts: 581
Joined: Thu May 24, 2012 9:59 pm
Location: Turku

RE: SNS #47 Doom with ... well nothing!

#7

Post by Dusk » Fri Nov 23, 2012 5:35 pm

Ænima wrote:Howbout a simple DECORATE mod that deletes all weapon spawns from the maps, meaning that everyone is limited to the fist, pistol, and shotgun (which can still be dropped by sergeants)?
But then it's not with nothing! :(

Laggy Blazko
Forum Regular
Posts: 296
Joined: Tue Jun 05, 2012 3:00 pm
Location: Heck no

RE: SNS #47 Doom with ... well nothing!

#8

Post by Laggy Blazko » Fri Nov 23, 2012 5:43 pm

I think fast monsters or nightmare should be enough. Except, if it's going to be Ultimate Doom nightmare in the last episode would be too much.
Anyway, i'd spect a lot of speedrunning. =P

User avatar
Ænima
Addicted to Zandronum
Posts: 3583
Joined: Tue Jun 05, 2012 6:12 pm

RE: SNS #47 Doom with ... well nothing!

#9

Post by Ænima » Fri Nov 23, 2012 5:56 pm

Dusk wrote:
Ænima wrote:Howbout a simple DECORATE mod that deletes all weapon spawns from the maps, meaning that everyone is limited to the fist, pistol, and shotgun (which can still be dropped by sergeants)?
But then it's not with nothing! :(
Wait, isn't there a "spawn weapons" dmflag? If so, they could just use that.

According to the OP, they're using the Dead/AFK pk3. So it's already "not with nothing". ;p
Last edited by Ænima on Fri Nov 23, 2012 5:57 pm, edited 1 time in total.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

Ijon Tichy
Frequent Poster Miles card holder
Posts: 901
Joined: Mon Jun 04, 2012 5:07 am

RE: SNS #47 Doom with ... well nothing!

#10

Post by Ijon Tichy » Fri Nov 23, 2012 6:11 pm

sv_noweaponspawn is the cvar I believe - disables DM weapon spawns only tho

User avatar
Combinebobnt
Retired Staff / Community Team Member
Posts: 1906
Joined: Mon Jun 04, 2012 3:37 am
Location: Earth
Contact:

RE: SNS #47 Doom with ... well nothing!

#11

Post by Combinebobnt » Fri Nov 23, 2012 6:12 pm

But what about boss maps :( ?

User avatar
Torr Samaho
Lead Developer
Posts: 1543
Joined: Fri May 25, 2012 6:03 pm
Location: Germany

RE: SNS #47 Doom with ... well nothing!

#12

Post by Torr Samaho » Fri Nov 23, 2012 6:40 pm

Ijon Tichy wrote: sv_noweaponspawn is the cvar I believe - disables DM weapon spawns only tho
FYI, sv_noweaponspawn should disable the spawning of multiplayer weapons in coop games.

User avatar
Lord_of_D:
Posts a lot
Posts: 691
Joined: Sun Aug 26, 2012 5:31 am
Location: Mexico
Contact:

RE: SNS #47 Doom with ... well nothing!

#13

Post by Lord_of_D: » Fri Nov 23, 2012 7:15 pm

i would preffer just fast monsters and double damage...or wait, somepony made a wad for incrase difficulty, idk how it worked but it incrased damage depending on monsters or something like that D:
Image

User avatar
President People
Forum Regular
Posts: 394
Joined: Tue Jun 05, 2012 8:12 am

RE: SNS #47 Doom with ... well nothing!

#14

Post by President People » Fri Nov 23, 2012 7:27 pm

Lord_of_D: wrote:...or wait, someponybody made a wad for incrase difficulty, idk how it worked but it incrased damage depending on monsters or something like that D:
DooM with Oneshot gogogo
Image
***MARATHON SKINS PACK V1.0.7***

I have been Roland, Beowulf, Achilles, Gilgamesh.
I have been called a hundred names and will be called
a thousand more before the world goes dim and cold.

W1D3A55
Forum Regular
Posts: 327
Joined: Sun Sep 30, 2012 12:39 am
Location: Here

RE: SNS #47: Doom

#15

Post by W1D3A55 » Sat Nov 24, 2012 12:11 am

How bout Doom with Brutaldoom on nightmare?
Watermelon wrote: Stall is notorious for his D.
Lollipop wrote: What does ETA mean? I'm sorry, but I don't get too much around on the internet.
For the best song you'll ever hear, click this link
I DARE YOU

Ijon Tichy
Frequent Poster Miles card holder
Posts: 901
Joined: Mon Jun 04, 2012 5:07 am

RE: SNS #47: Doom

#16

Post by Ijon Tichy » Sat Nov 24, 2012 12:29 am

W1D3A55 wrote: How bout Doom with Brutaldoom on nightmare?
... seriously?

why even bother dialing back the clock if you're going to use a mod which is taking it upon itself to redo the game more-or-less entirely

User avatar
Ænima
Addicted to Zandronum
Posts: 3583
Joined: Tue Jun 05, 2012 6:12 pm

RE: SNS #47: Doom

#17

Post by Ænima » Sat Nov 24, 2012 3:11 am

Ijon Tichy wrote:
W1D3A55 wrote: How bout Doom with Brutaldoom on nightmare?
... seriously?

why even bother dialing back the clock if you're going to use a mod which is taking it upon itself to redo the game more-or-less entirely
I'm pretty sure trying to play brutal doom on nightmare would be near-impossible anyways. Or severely frustrating, at the least.

Plus I'm pretty sure that there's always a BD coop server with at least 6 people in it at any given time. You could just go play that instead of SNS.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
Image

User avatar
Luke
Forum Regular
Posts: 512
Joined: Mon Jun 18, 2012 6:32 pm
Contact:

RE: SNS #47: Doom

#18

Post by Luke » Sat Nov 24, 2012 10:26 am

Image

User avatar
thevarian
 
Posts: 50
Joined: Thu Jun 07, 2012 5:28 pm
Location: Vegas
Clan: Hidden Hotdogs
Clan Tag: HH

RE: SNS #47: Doom

#19

Post by thevarian » Sat Nov 24, 2012 8:59 pm

Compliments on the first rotation.
Spoiler: Grand Champs of rotation 1 (Open)
Image

User avatar
Marcaek
Lead Administrator
Posts: 1093
Joined: Wed Jun 06, 2012 5:05 am

RE: SNS #47: Doom

#20

Post by Marcaek » Sat Nov 24, 2012 9:17 pm

ahahaha that skin is great

Locked