![]() |
![]() |
![]()
Post
#1
|
|
![]() Security and Projects ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Clan Dogsbody Posts: 4,700 Thank(s): 1103 Joined: 31-August 07 From: A Magical Place, with toys in the million, all under one roof Member No.: 1 ![]() |
I decided to write my own config for versus. What I have so far (please read all the changes, I believe this is reasonably balanced):
Survivors Unlimited team switches Likelyhood of mollys/pipes increased First aid kits heal more Pills heal more Incapped can crawl (faster than in other mods) higher incap health (longer to die) Higher ledge health (longer to fall) Higher health on revive 45 instead of 30 M16 has 500 rounds max Shotty has 180 rounds max Uzi has 600 rounds max Rifle has 250 rounds max Pipe bombs have a 10 second fuse Infected Smoker: Manual tonge release (use secondary attack) Tongue takes more damage to release Tongue is faster to attack, pulls survivors faster Halved recharge time Hunter: Fast pounce charge-up removed 25 limit pounce, max is now 55 (technically 100, but don't believe this is possible in standard maps) Puncing into a group of suvivors pushes them back further Hunters can jump further Boomer: Boomer moves faster Reduced recharge time Tank: Melee does more damage Rocks recharge faster, but do less damage Rocks fly faster, have less health meaning you can shoot them mid air easier control timer lasts longer Tank does not slowdown under fire Witch: The witch is now LETHAL Increased personal space (for both flashlight on and off) Reduced time it takes to piss her off Witch cannot be approached from 45 degrees around her front modded placements to make sure witch is not placed in restricted area (like a corridor) facing survivors Witch has slightly more health and kills faster Note: I always felt the witch should be best avoided and attacked only as a last resort, instead of the usual run in and insta-crown as she is at the moment. You can still run past but you can't just wander around her a few metres away with a flashlight on Other Changes Common infected move faster and are slightly more alert 1/3 more general zombies around Infected pre-spawn ghosts can move faster, allowing you to get into position before spawning Car alarms trigger at any distance when hit The car alarm horde lasts longer And the final change..... INFECTED NO LONGER AUTOSPAWN IN THE FINALE* *actually I've set it so hunters do autospawn, they can get around quick enough and would be a bit unbalanced if they can choose a spawn point near a survivor during tank-time etc., This config is installed on server #4 but not activated, will give this a whirl later this evening. Monkey -------------------- ![]() |
|
|
![]() |
![]()
Post
#2
|
|
![]() Security and Projects ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Clan Dogsbody Posts: 4,700 Thank(s): 1103 Joined: 31-August 07 From: A Magical Place, with toys in the million, all under one roof Member No.: 1 ![]() |
Edit: updated the code (forked it, bad coding; will try and build the forks together at some point)
. Car alarms trigger at any distance. After the last of the 'alarm horde' dies, there is a 15 second grace period then the alarm is reset This should stops people being twats e.g. setting the alarm off on DA near the beginning of the level. It also means if you're near the car and trigger it after the horde dies you've got 15 seconds to move away (or trigger it again) Not sure what magik5 means with the witch. To clarify I've beefed her up so now people will say "Fuck me a fucking witch.. cheese it!" instead of the now common "oh fiddlesticks, there's a witch I'll just stroll up to her and take my time crowning her". The beefing up and placement still applies to both teams. The witch placement mod (so that she can't face you in a tight area) means in an open space she can face 360 degrees (you might be lucky and she'll be facing the other way, or if not you'll have to creep around), in a tight area like a corridor she won't directly face (i think I set 60 degrees), since she alerts from the front this would mean there would be no way to get around her and actually kill her (apart from burning and running or have a team empty into her while the trigger person runs) As it stands L4D places a witch in the same place as the other team, but is oten at a different rotation. Meaning without this mod, in an enclosed space (corridor) team 1 could get her facing away and kill her, team 2 could get her facing towards and be unable to creep up on her At the moment I adjust the server difficulty from easy to expert (the difficulty is simply common infected damage and hit points adjustment I think) however will probably have to make separate configs for each level, I'll do this once people are relatively happy with the setup. This way I can also reduce mollys/pipebombs on higher difficulties Finally... expect bugs and imbalance ![]() -------------------- ![]() |
|
|
![]() ![]() |
![]() |
Lo-Fi Version | Time is now: 15th October 2025 - 05:41 PM |