[LMS mod] Last Man Standing Stall prevention system! (LMSGas)

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Cutman
 
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[LMS mod] Last Man Standing Stall prevention system! (LMSGas)

#1

Post by Cutman » Thu Sep 22, 2016 4:29 pm

Hi. I made a mod for Mega Man 8-bit Deathmatch to help prevent stalling in Last Man Standing games (mostly with custom classes). It has proven quite successful so I have (hastily) ported it for use with Doom and such.

There has been a discussion about using some kind of time limit to prevent stalling in LMS games (or just to prevent extremely long LMS battles from occurring). This has been a problem for a long time and we've all been victim to it so it's time to try some solutions! I present to you, LMSGas!

[spoiler]Image
Image[/spoiler]

Information

LMSGas adds a new rule to Last Man Standing and Team Last Man Standing. After 3 minutes (by default, can be changed via the new server variable lmsgas_time) a warning will appear on the screen announcing that the gas is spreading. The map will start spewing a deadly gas! It is focuses around a point in the map (chosen randomly) and sloooooowly closes in on that point in a big circle. You can visually see the circle by the green gas effects flying upward and via the automap. Players who hang around in the gas will suffer damage over time that scales up the more gas you inhale! This forces players to come out of hiding and hunt down the remaining opposition or have their life drained and lose the game.

Server Hosting

Note: This mod changes the player TIDs to 1000 + their player number. If a mod you want to use is already changing them to something else it will not work and you will have to modify the scripts to your needs.

This mod only works with LMS and Team LMS, other game modes are ignored.

There are some server variables you can tweak to change the experience:

lmsgas_time - Time in seconds until the Gas spawns (default 180 aka 3 minutes). If it's too long try a minute!
lmsgas_speed - Additional speed the gas moves in map units per second (default 0).
lmsgas_damage - Gas damage multiplier. The gas damage still scales up regardless of this setting (default 1). Change to 0 for no damage, 2x damage etc.

Download

http://cutstuff.net/files/LMSGas-Doom-1.pk3

Feel free to host elsewhere. Also feel free to take the mod and implement it in your own mod.

To quickly check out what the mod is doing, type "set lmsgas_time 5" on the console and boot up a Last Man Standing game with a few bots in offline skirmish.

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Ivan
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Re: [LMS mod] Last Man Standing Stall prevention system! (LMSGas)

#2

Post by Ivan » Thu Sep 22, 2016 4:36 pm

I sense racism here. Are you german by any chance?
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Ru5tK1ng
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Re: [LMS mod] Last Man Standing Stall prevention system! (LMSGas)

#3

Post by Ru5tK1ng » Thu Sep 22, 2016 7:02 pm

That's a pretty cool idea even though I never really was a fan of damage per second in Sudden Death. Although given the nature of some of the larger MM maps, this idea is the best thing to handle the stalling issue.

But the root issue here is that the Time limit doesn't work in Team LMS. :neutral:

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Marcaek
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Re: [LMS mod] Last Man Standing Stall prevention system! (LMSGas)

#4

Post by Marcaek » Thu Sep 22, 2016 7:11 pm

TerminusEst13 attempted to do something about the TLMS timer problem

I think it's alright, prob needs more refinement and testing though.

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Re: [LMS mod] Last Man Standing Stall prevention system! (LMSGas)

#5

Post by Ænima » Thu Sep 22, 2016 7:57 pm

Spawning hordes of imps would work pretty well too. At the very least, it would give away everyone's positions.
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Cutman
 
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Re: [LMS mod] Last Man Standing Stall prevention system! (LMSGas)

#6

Post by Cutman » Thu Sep 22, 2016 7:57 pm

I didn't actually know the in game time limit was supposed to be working in TLMS! Still, this is an option for those who don't like suddenly having the game end and gives you a timer you can play around.

I forgot about lives too... Not sure how I could make that work in the gas mode.

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