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[FNF] Suggestion Thread 
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 1360
Location: Romania
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Okay, ladies and gentlemen, I want your attention for a brief few moments. You will use this thread to post your suggestions for FNF or to vote on the other's suggestions. You can suggest ALMOST anything.. (Keep in mind the "almost" word) but we are looking mainly for underplayed wads. Any other suggestions related to FNF are welcome too!

If you want to leave a suggestion, then use this format:

Game Mode:
WADs:

Player/Client limit:
Time Limit:
Frag/Win/Point Limit:
Based Settings:
Maplist:

DMFlags:
DMFlags2:
DMFlags3:
CompatFlags:
CompatFlags2:

Attention! Use this only if the game mode is LMS or TLMS!

LMSAllowedWeapons:
LMSSpectatorSettings:

Sooooo... Feel free to post your suggestions and/or vote on other's suggestions! Let's see what you guys got! :D


Last edited by Disguise on Thu Sep 15, 2011 2:40 pm, edited 1 time in total.



Fri Sep 09, 2011 5:25 pm
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Posts: 90
Location: Earth
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Nevermind, I knew this suggestion would fail miserably.


Last edited by Combinebobnt2 on Fri Oct 14, 2011 8:03 pm, edited 1 time in total.



Fri Sep 09, 2011 5:52 pm
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Skulltag Tester

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 236
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Game mode - DM, TLMS or LMS (you can decide, but remember that LMS will limit the player count to 8, I can host backup servers if you want).

IWAD: Chex3.wad - not Doom 2
Wads: ChexSTPackP15-11.pk3

Player/Client limit:

DM - Open; I've had 10 playing on it at once but I guess that it can support more.
LMS - 8 - there are only eight DM spawns per map. LMS on this mod is very fun if you have more than two or three players, though. Especially on ZM02.

Time limit: none
Win limit - 5
Fraglimit for DM : Depends on the number of players, in an inactive server 20 can take a long time, with 10 players 35 frags is a good number.
Based Settings: NS

Maplist:

DM/LMS: ZM01-ZM08


DMFlags: 1611420804
DMFlags2: 1056768
DMFlags3: 0
CompatFlags: 138412096
Compatflags2: 0

EDIT - I was playing it yesterday, and I remembered a nasty bug that happens; it's a ST bug, I sent a PM about it to Torr, hopefully he'll fix it. It is still broken in r3299 (latest beta) so this FNF would need to be hosted on a beta of 98E if at all.


Last edited by 75_ on Sat Oct 15, 2011 3:57 pm, edited 1 time in total.



Fri Oct 14, 2011 8:03 pm
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FNF Manager

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 1918
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LMS still technically works if there aren't enough spawns. You just get some annoying telefragging, and, rarely, an instant win.


Fri Oct 14, 2011 8:11 pm
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Skulltag Tester

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 236
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That's true, I've played it with more than 8 in LMS, it was fun, but unfair because some people got telefragged out of their chance to play.


Fri Oct 14, 2011 8:33 pm
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Posts: 6
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Game Mode: terminator
WADs: doesnt matter if compatible with above game mode

Player/Client limit: 32 / 32
Time Limit: /
Frag/Win/Point Limit: 100?
Based Settings:
Maplist:

DMFlags: host knows best
DMFlags2: ^
DMFlags3: ^
CompatFlags: ^
CompatFlags2: ^


Thu Oct 27, 2011 1:08 pm
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Joined: Wed Dec 31, 1969 6:00 pm
Posts: 90
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(Make sure you actually test this suggestion to revise the maplist and dmflags, as all I did was quickly test this with some bots. Also, I couldn't seem to sprint, so there might be something preventing sprinting.)

QuickDraw with dynamite
Game Mode: LMS
WADs: dynamite.wad , quickdraw.wad

Player/Client limit: 32/32
Time Limit: 8
Frag/Win/Point Limit: 5
Based Settings: NS
Maplist: map01-12

DMFlags: 539497600
DMFlags2: 134219264
DMFlags3: 0
CompatFlags: 0
CompatFlags2: 0

LMSAllowedWeapons: 0
LMSSpectatorSettings: Your Decision


Fri Dec 30, 2011 8:42 pm
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FNF Manager

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 1918
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Yes.


Last edited by Qent on Sun Mar 04, 2012 6:56 pm, edited 1 time in total.



Mon Jan 30, 2012 9:50 am
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Posts: 608
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Game Mode: Deathmatch (possibly TDM)
WADs: csgungame1.6.wad and whatever maps you want

Player/Client limit: 32
Time Limit: 10-15
Frag/Win/Point Limit: 75 (higher if TDM)
Based Settings: NS

DMFlags: 545920
DMFlags2: 0
DMFlags3: 0
CompatFlags: 0
CompatFlags2: 0


Tue Jan 31, 2012 2:33 pm
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FNF Manager

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 1918
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Okay, that was annoying. I recommend that you cut down on the ConsoleCommand abuse just a bit.


Tue Jan 31, 2012 8:25 pm
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Wed Feb 01, 2012 3:03 pm
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FNF Manager

Joined: Wed Dec 31, 1969 6:00 pm
Posts: 1918
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Sorry, I still thought you were updating.


Sun Mar 04, 2012 6:56 pm
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