Level Master: Remastered! (v2)

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Cutman
 
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Level Master: Remastered! (v2)

#1

Post by Cutman » Tue Feb 17, 2015 5:12 pm

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Level Master has finally returned! A Doom 2 mod many have not had an opportunity to play due to past online limitations has been fixed up and revamped for those with fond memories of this mod and new audiences!

Description[/size]

Level Master is a mod for Zandronum Doom 2 survival multiplayer. One player is selected as the Level Master, and omnipresent being of absolute power over the minions of hell. At the start of the match he places a rune which the other players must find to win. Once it has been placed, the Level Master is granted the ability to summon monsters and traps into the world to prevent the marines from reaching the exit rune:

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Should the heroes fall, the Level Master wins and he stays on as the Level Master! If someone finds the Exit Rune however, the Level Master is defeated and the player who found it becomes the new Level Master for the next map. It is a game mode about teamwork, strategy, and being an absolute pain in the ass to your friends. How will you stop the heroes from getting the rune? Will you stalk them and summon monsters in their path? Or gather your resources and prepare a nasty surprise for them at the exit?

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Gameplay Tips![/size]

Start the game normally in single player to be given a tutorial. Familiarize yourself with the Level Master's abilities before jumping online!

HUMAN PLAYERS

If you are not chosen as the Level Master, you will be temporarily frozen and blinded. The Level Master places his Exit Rune at this point and you must patiently wait while he chooses a good location. He only has 30 seconds (by default) though so don't expect to be waiting too long. Once he has placed the rune, you will become active again. Now you must play through the level killing anything in your way to try and find the Exit Rune. Watch your back, the Level Master can spawn monsters anywhere where the player cannot see. Try to cover as much ground as possible to make it harder the Level Master to spawn enemies. Also try to move as quickly as you can, as the Level Master gains power from wasted seconds.
The player who finds the Exit Rune will become the Level Master in the next level. When it is picked up, the Level Master dies and the next level will be loaded.
  • Watch out for traps! They appear on the ground and are barely visible. Enter new areas with caution.
  • Keep your distance! The Level Master cannot spawn monsters in your visible range. Abuse this by standing out in the open while your friends search for the Exit Rune.
  • Save your ammo! Do you really need to use a SSG blast on that Imp stuck up on a ledge? Save for ammo for Level Master minions that need putting down.
  • Keep moving! Don't just stand around. The Level Master regenerates power over time. Taking too long may result in an extra Cyberdemon in your way!
THE LEVEL MASTER

When the Exit Rune is placed (press fire), or you run out of time, you unlock the Level Master's summoning and flying powers. Press weapon forward/backward to choose a different ability. You can only summon a monster if you have the right amount of Mana, which increases over time. You can also only spawn a monster if there's enough room, and if there's no players looking. Even if a player is not facing you, you cannot spawn the monster if the player is in visible range. Try spawning the monster around a nearby corner or behind a pillar if you need to summon one up close.
If the players find the Exit Rune, the game is over and a new level is loaded. If you defeat all the human players, the Level Master stays on and the level is restarted.
  • Hide the Exit Rune well! Secret areas are pretty obvious. Try somewhere where the player won't look, like that dark corner everyone rushes past or the cliff no one jumps down.
  • Save your power! Spamming Zombies may seem like a good idea but they are extremely weak once the human players get their hands on any other weapon.
  • Protect key spots! Not only should you protect the Exit Rune, but protecting areas with powerups, weapons and keys can determine the victor!
  • Use the level! If you know the level well, you should know where all the monster traps are. Interfere with the level and open up all the traps ready for the human players!
What has changed[/size]

Level Master did exist back in 2009 but due to Zandronum limitations it was discontinued. What has changed since then?

Version 1:
[spoiler]
  • Supports more players! Now more than 4 people can play on maps with only 4 spawn points!
  • Fixed up scripting means it is more stable and less exploitable!
  • New GUI for the Level Master! It shows clearly what he can do with the mana he has available.
  • Chains of Hell (stun trap), Earthquake, Fake Exit, Call of Apocalypse (mass aggro) and Soul Harvest have been removed as these abilities were pretty imbalanced or fairly useless.
  • New buffs and traps! Double Health and Flight buffs have been added as well as a Slow trap and Tentacle trap to replace Chains of Hell!
  • New server options! You can now specify a winlimit for the level master.
  • External modding support! Giving the Level Master new powers to support other mods with new monsters etc via patch files is easy! More info later.
[/spoiler]

Version 2:
[spoiler]
  • Maps now reset after placing the Exit Rune. This means doors will shut and moving terrain will be back to their original state when the game begins, giving the level master more time if he has opened up the map to place the Exit Rune.
  • Added a new server option: sv_randomlevelmasters. Setting it to 1 picks a new level master after he hits the winlimit. Setting it to 2 picks a new level master after each round.
  • Added Fake Exit Rune trap. It looks identical to the exit rune and disappears when touched. It fades in and out from time to time showing that it is fake.
  • Added Resurrection Trap. When triggered by a player a totem pops out the ground and starts Resurrecting fallen enemies around the trap for a few seconds.
  • To pick up the exit rune you now have to stand next to it for a few seconds to channel it's power. Moving away from the rune breaks the channel and you have to start the channelling again. While channeling you are immune to stage hazards.
  • Lost Soul now costs 6 (down from 10).
  • You can no longer spawn Arachnotrons or Mancubi on MAP07 to prevent issues where the players could not proceed.
  • Added an error message for failing to teleport to the Exit Rune.
  • Level Master increased mana rate doesn't decrease when players die.
  • The Level Master now triggers shootable lines/doors by running into them.
  • You can now prepare buffs in line of sight of players.
  • Recoil traps can be destroyed by shooting them.
  • Recoil traps do not trigger if the player is standing perfectly still.
  • Spawned monsters no longer infight.
  • Changed the default Exit Rune spawn time to 40 seconds (can still be changed with pointlimit).
  • Other internal stuff to make mod compatibility better.
[/spoiler]

Recommended Server Setup[/size]

The game mode must be Survival.
You may allow any number of players but many maps will be too easy with large numbers of players.
sv_doubleammo or sv_infiniteammo is recommended for maps with limited ammo if you are allowing lots of players.

A map rotation. Many default maps are too small. Non-linear or long maps are the best. Here is a good map rotation for Doom 2:

Code: Select all

MAP06, MAP09, MAP10, MAP12, MAP13, MAP14, MAP15, MAP16, MAP17, MAP18, MAP19, MAP20, MAP22, MAP24, MAP25, MAP26, MAP27, MAP29.
I recommend experimenting with different Doom2 megawads to see what people like!
Mods that introduce new weapons, monsters, playerclasses etc may break the game until they are properly outfitted for Level Master.

There are some additional controls a host has over the game:
Pointlimit - The amount of seconds a Level Master has to place the exit rune (default is 30).
Winlimit - The amount of Level Master wins before the map changes (default is 3).
set sv_randomlevelmasters. Setting it to 1 picks a new level master after he hits the winlimit. Setting it to 2 picks a new level master after each round.

Download[/size]

Download v2 from Cutstuff.net
Last edited by Cutman on Mon Feb 23, 2015 4:05 pm, edited 1 time in total.

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Monsterovich
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RE: Level Master: Remastered! (v1)

#2

Post by Monsterovich » Tue Feb 17, 2015 6:43 pm

This might be better than Master Of puppets.
Last edited by Monsterovich on Tue Feb 17, 2015 6:47 pm, edited 1 time in total.

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Shadowlink223
 
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RE: Level Master: Remastered! (v1)

#3

Post by Shadowlink223 » Tue Feb 17, 2015 7:12 pm

And here I thought this mod was going to be dead forever, glad to see that it's back.

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fr blood
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RE: Level Master: Remastered! (v1)

#4

Post by fr blood » Tue Feb 17, 2015 7:36 pm

Yay, interesting mod here, I think that you could lower the price of the lost soul to 5 like Imp/Shotgunner, just an idea.

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Newb The shrubbery
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RE: Level Master: Remastered! (v1)

#5

Post by Newb The shrubbery » Tue Feb 17, 2015 11:54 pm

me and a few friends played the hell out of this and everyone loved being an asshole in it, glad to see it's back

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RE: Level Master: Remastered! (v1)

#6

Post by TehRealSalt » Wed Feb 18, 2015 4:51 pm

Will host a server as soon as I get back to my main computer. I'll make an additional wad with good, large maps to fit in the mapslots that aren't on your suggested maplist! :biggrin:
Last edited by TehRealSalt on Wed Feb 18, 2015 9:04 pm, edited 1 time in total.

Konda
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RE: Level Master: Remastered! (v1)

#7

Post by Konda » Wed Feb 18, 2015 8:42 pm

I remember playing this on jumpmaze maps :biggrin: Good times.

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Ænima
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RE: Level Master: Remastered! (v1)

#8

Post by Ænima » Wed Feb 18, 2015 11:55 pm

Would be intense on a massive map like this or this because the marines would be fighting forever before they found the exit.
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Hypnotoad
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RE: Level Master: Remastered! (v1)

#9

Post by Hypnotoad » Thu Feb 19, 2015 10:24 pm

This is now being hosted on Grandvoid:

[FR] -->Grandvoid--> LEVEL MASTER: Alien Vendetta

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RE: Level Master: Remastered! (v1)

#10

Post by hangphyr » Thu Feb 19, 2015 10:54 pm

The ability to noclip through doors to set the exit rune would be very useful. It would make a lot more maps suited to this mode.

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Cutman
 
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RE: Level Master: Remastered! (v1)

#11

Post by Cutman » Thu Feb 19, 2015 11:02 pm

That would allow people to put the exit rune regular players couldn't reach unfortunately.

The next version is going to use ResetMap after placing the Exit Rune so that all locked doors opened, lifts triggered etc are put back the way they were when the game starts, giving the level master more time to do his thing. In addition I've come up with a way to stop every match being a race to see who can dodge the most demons and get to the exit rune first. :D Needs more internal testing though, will be sometime next week.

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Medicris
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RE: Level Master: Remastered! (v1)

#12

Post by Medicris » Fri Feb 20, 2015 11:04 pm

Hi, I'm glad to see this back but I have to ask why the ability to harvest is gone. In the event of a mistake made in placing a monster that breaks the map (mancubus outside of reachable area in map07 maps, etc.), there is no longer anything anyone can do but restart the map or skip it.

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RE: Level Master: Remastered! (v1)

#13

Post by Watermelon » Sat Feb 21, 2015 1:36 am

Oh man I'm glad to see this. I was thinking of doing this myself at one point but it got away from me. I hope to play this soon with some people.

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Cutman
 
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RE: Level Master: Remastered! (v1)

#14

Post by Cutman » Sat Feb 21, 2015 10:35 am

Medicris wrote: Hi, I'm glad to see this back but I have to ask why the ability to harvest is gone. In the event of a mistake made in placing a monster that breaks the map (mancubus outside of reachable area in map07 maps, etc.), there is no longer anything anyone can do but restart the map or skip it.
Well, you can't actually place a mancubus outside of a reachable area in Doom 2's MAP07 because you need to kill the mancubus to lower the next area which the level master can't do while playing the exit rune. This map is garbage for this mode anyway I would recommend keeping it out of the map rotation.

Soul harvest was removed because it allowed Level Masters to kill a bunch of low power monsters (such as imps) where the players probably won't even reach and get a ton of free mana, which they already are getting a lot of with lots of players.

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Dark-Assassin
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RE: Level Master: Remastered! (v1)

#15

Post by Dark-Assassin » Sat Feb 21, 2015 11:55 am

Perhaps during the placing mode, kill all the monsters to trigger their special actions.
Then things should be fine once the map reset has been called.

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Cutman
 
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RE: Level Master: Remastered! (v1)

#16

Post by Cutman » Sat Feb 21, 2015 12:23 pm

That WOULD allow you to put a Mancubus outside the playable area though, thus making the map unbeatable. On certain custom maps it might cause problems too if a monster dying triggers a map change. Instead I've just added a small check to disallow players spawning Arachnotrons or Mancubus on MAP07.

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RE: Level Master: Remastered! (v1)

#17

Post by Dark-Assassin » Sat Feb 21, 2015 12:46 pm

Oh yea, overlooked that.
Only other thing I can think of is have the LevelMaster variants not call A_BossDeath and leave the original map placed ones, or replace them with another actor that can still be killed but pose no threat.
Balance wise, they'd probably still need some health.

Just throwing ideas around.
Last edited by Dark-Assassin on Sat Feb 21, 2015 12:47 pm, edited 1 time in total.

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RE: Level Master: Remastered! (v1)

#18

Post by Ænima » Sat Feb 21, 2015 3:13 pm

Yeah A_BossDeath isn't even necessary here.
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RE: Level Master: Remastered! (v1)

#19

Post by Torvald » Sat Feb 21, 2015 7:46 pm

Ohhhh I remember this; so happy to see it brought to light again, thankyou.
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Shadowlink223
 
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RE: Level Master: Remastered! (v1)

#20

Post by Shadowlink223 » Sat Feb 21, 2015 8:34 pm

Honestly? I'd be just fine with being able to kill monsters I've put down, even if I didn't gain any mana back.

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