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> Monkey Insanity Versus Config, Untested, remind me to try this out later...
MonkeyFiend
post Nov 9 2009, 02:03 PM
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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


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fido77
post Nov 9 2009, 02:18 PM
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cannot wait to play this!!!!


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K.
post Nov 9 2009, 03:26 PM
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i actually like a lot of this with a few things that may cause problems......

hunters can jump further? does this mean that i'll have to relearn how to pounce? lol ,this may be a candidate for removal

car alarms can be triggered at any distance, some people trigger the car alarm early on some maps, what would be really cool is a car alarm that is resettable maybe?

your witch ideas seem good

but would be lethal if infected can scratch the witch to set her off, so maybe disable hunter scratches etc

maybe reduce spawn times too? by 5 secs? your gonna need to if survivors have more health while incapped to have a better chance of kills










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WIP...

never build your exit to a deep mineshaft next to a lake.......

~Explorer Caste~
1. Always carry Lumber,Coal and a compass
2. Be prepared not to see the light for a good few cycles
3. Profit :D
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Magik5
post Nov 9 2009, 03:30 PM
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QUOTE(K. @ Nov 9 2009, 03:26 PM) *
hunters can jump further? does this mean that i'll have to relearn how to pounce? lol ,this may be a candidate for removal


stop being such a girl, this is an awesome mod

i think the real test is in the play, im sure we will find things when in game that we think should be chnaged.

only thing i disagree on is the witch, both teams get her in the same place, so if she does end up in your path then you have just as much chance as the other team to kill her off before she does any damage.


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MonkeyFiend
post Nov 9 2009, 03:48 PM
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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 tongue.gif will tune this as I go. If there are any real bones of contention on a specific part of the mod then I'll take a majority vote from clan members.


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K.
post Nov 9 2009, 03:48 PM
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...i am a girl, tongue.gif


--------------------
WIP...

never build your exit to a deep mineshaft next to a lake.......

~Explorer Caste~
1. Always carry Lumber,Coal and a compass
2. Be prepared not to see the light for a good few cycles
3. Profit :D
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Magik5
post Nov 9 2009, 04:32 PM
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I know K, ive seen you posing for miss bigmac.

and i just meant i dont really thinking placing the witch so you can ALWAYS avoid her is the right thing to do, but we shall have to see. i like the witch as a challenge, and if your forced into confronting her because she has been placed in your path, then even better.

but maybe im understanding it wrong, either way, </care>


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K.
post Nov 9 2009, 05:09 PM
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....not fat.......


--------------------
WIP...

never build your exit to a deep mineshaft next to a lake.......

~Explorer Caste~
1. Always carry Lumber,Coal and a compass
2. Be prepared not to see the light for a good few cycles
3. Profit :D
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Magik5
post Nov 9 2009, 05:23 PM
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was just on a server where they had the smoker cloud damaging the survivors, and they also had it slowing down melee-ing, which i thought was a good idea


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fido77
post Nov 9 2009, 05:36 PM
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yeah, i always thought the smoker cloud should do something. like make a small horde like the boomer when he explodes on survivors. since the smoker does hardly any damage tongue.gif biggrin.gif


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HYPOBOXER
post Nov 9 2009, 05:44 PM
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Like these ideas.

I like the increased FF on L4D2. It would be superb actually worrying about where you were shooting instead of no consequence spraying. Can that be implemented here.

And damage that mollys do to survivors. A boomer splodes after about 5 seconds of burning but a survivor can stand in the flames and do minimal damage. Can you make it a serious consequence when you molly a team mate. This way you could have a soundbite warning when cobolt has one!!!

Also if the witch is lethal can she spawn in dif locations for each teams turn and maybe only make sound when you get close to her. Then you would shit yourself wondering where she is.


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fido77
post Nov 13 2009, 04:40 AM
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i didn't notice any changes when we played tonight. still auto spawned on finale and everything else seemed the same sad.gif


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Magik5
post Nov 13 2009, 08:40 AM
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you didnt think that it may have not been activated? tongue.gif


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MonkeyFiend
post Nov 13 2009, 10:04 AM
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It's currently only on server #4

To activate you do !admin then press server commands (I think option 2) then do exec config (option 2 again methinks) and select the monkey insanity mod fom the list (vague feeling it might be option 6)

Once executed you can't turn it off (have to restart the server - which you can do on the front page clicking server configs #4 and logging in with the details in the members sections, go to "server control panel" and click the restart button (looks like a recycling arrow methingy)

Alternatively if you activate it and want it off, make a shoutbox post and I'll do it tongue.gif

If it's working the smokers can release with right mouse button, hunters can get mor than 25 damage and you can crawl when incapped etc.,


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=R6= Raile
post Nov 17 2009, 05:59 PM
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i think all these ideas are interesting.. as 5 said i think you need to play them to see what works and what doesn't (maybe you guys already have played a few times, i'm a bit late finding this post)

also, TOTALLY agree with hypo... i havnt played l4d2 yet, but we played on an l4d1 server a couple weeks back, that had the regular infected doing, i'm guessing, 150% damage compared to the usual.. and FF was definitely up.. atleast 200%. this was just such a fun game. playing as a good team actually consisted of way more then just standing in the right place. it really bores me how easy it is to walk thru regular infected. 95% of the ones on any given map aren't even an issue..
with this, when 2 people get boomered, the other 2 really have to be on their game to stop those 2 from going down..

also... monkey, hows the changing all med-kits to pills except the first one you get in the safe house thing going? i'd still really like to see that.. it would really make that one medkit such a strategic move when you use it. use it too quick and risk being black and white later in the game..
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MonkeyFiend
post Nov 17 2009, 06:10 PM
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yeah, the plugin worked fine - we just don't enable it too often as the pubbies complain.

Co-incidentally I found an easier way for admins to do it in-game without a plugin:

sm_cvar director_convert_pills 0;sm_cvar director_vs_convert_pills 0.0;sm_cvar director_pain_pill_density 5.0

This essentially sets all non-saferoom medkits to pills and stops the director changing them back to medkits.

All =SM= should be able to run the above


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=R6= Raile
post Nov 17 2009, 09:20 PM
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must you do it each level or just once at the start?
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fido77
post Nov 18 2009, 06:23 AM
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i can't do it cause i got my vocalizations binded to the number keys sad.gif


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MonkeyFiend
post Nov 18 2009, 09:19 AM
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I believe you only need to do it once (providing those settings aren't changed in any of the default configs, which they usually aren't)

@fido: that medkits command is run in the console

@fido: To execute a config I think you can do something like sm_exec monkey.cfg or sm_exec xfg/monkey.cfg ... will have to check this later


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fido77
post Nov 18 2009, 01:53 PM
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i cant even remove the damn vocals!!! they come back evertime i run the game sad.gif


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