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Level Master - Beta 2 released 
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Joined: Wed Dec 31, 1969 6:00 pm
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Location: England
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As seen on cutstuff forums:






What

Level Master is a mod for Doom and Doom2 where one player chosen at random becomes the dreaded "Level Master". The Level Master's goal is the quickly hide the Exit Rune away from the players who remain still. When the exit is placed, the players are made active and the Level Master gains his full monster summoning powers. The goal of the Level Master is to protect his Exit Rune by summoning monsters anywhere in the map. The other players must fight they way through the hordes of monsters (including the already spawned ones) to find the exit rune before they are killed by the endless amount of monsters the Level Master can throw at them.

Techie

At the start of a regular survival game (no lives and large maps recommended) a Level Master is chosen. Other players freeze while he gets 30 seconds to run off and put the Exit Rune down (obtains all keys at this point). If he runs out of time the Exit Rune spawns wherever he's currently standing. Once the exit is spawned the Level Master starts regenerating power to summon monsters, and the players are allowed to move. The Level Master can only summon monsters when he has enough power to spawn them. He regains power every second (-1 tic per extra player) and loses the cost of the power when he spawns a monster, so the longer you wait the stronger monsters you can spawn. The Level Master cannot spawn monsters if he doesn't have enough power, if there's not enough room OR if players are in visual range of the Level Master. Players cannot see, harm or spectate the level master to see what he's up to. Their goal is to find the Exit Rune placed by the Level Master. When it is found the Level Master dies and the next level starts up and a new level master is picked. If the players die and the Level Master wins the map is simply reset with a new Level Master, so there's really no competitive play here and it's purely for fun.

Download

Grab beta 1 here: http://cutstuff.net/blog/?p=1822

BE SURE TO READ THE SERVER INFORMATION IF YOU WANT TO HOST THIS


Last edited by Cutman on Wed Dec 30, 2009 4:26 pm, edited 1 time in total.



Mon Dec 21, 2009 2:25 pm
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Sounds like a neat concept. It's like zdwars meets who dun it. When I'm not lazy, I'll be hosting this somewhere!


Mon Dec 21, 2009 2:38 pm
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Finally able to try this out. Now i just which my father did not reset our router...
Else i could have hosted too.


Mon Dec 21, 2009 3:06 pm
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Just so you know, it seems to crash with more than 4 players AND spectators. So for now it's probably best to play with buddies.


Mon Dec 21, 2009 3:09 pm
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I am going to be listening to "Master of Puppets" while playing this 8)


Mon Dec 21, 2009 3:09 pm
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Mon Dec 21, 2009 3:11 pm
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You beat me to the pie my friend.


Mon Dec 21, 2009 3:15 pm
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Lead Developer

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Mon Dec 21, 2009 3:17 pm
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well well well, quite the neat idea you have here, it's always great to see traditional Doom monsters and wepons used in original ways, kudos Cutman :)

(btw, Cutman's cutter is the best power in the NES Megaman games... well, second to Elecman's beam)


Mon Dec 21, 2009 3:20 pm
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I think it's related to that consolecommand bug because I'm also using those in ACS, so I'll see if that fixes it when that one is sorted.


Mon Dec 21, 2009 3:20 pm
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Lead Developer

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Mon Dec 21, 2009 3:42 pm
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No crash logs were produced (unless the server had them, not sure about that), and I'm still using 98a at the minute. I'll try with an upgraded server when I can get a hold of someone.


Mon Dec 21, 2009 3:49 pm
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Very well done, only issue I saw occasionally was that the spectator(if any) would get picked sometimes to be the level master, but the game would fix itself immediately by restarting. Just kinda annoying. Also, someone joined(and was tagged as Player 1 I presume) and left with 3 of us left in the server. One time the server picked "Player 1" and since obviously that didn't exist, it did the same as above, restarting the match.

Also, I would recommend pushing up the time the level master has to set down the exit rune... I'd like to say something like 2 minutes, but that sounds a little extreme... I'd say 1 minute would be a good suggestion, and if it needs tweaking we can take it from there :P


Tue Dec 22, 2009 1:06 am
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Quite a bug: If the LM places the rune on the edge of a lift, and it gets opened and closed just once, it'll get pushed up into the wall, getting stuck forever. (Perfect example of this is in map04, at the secret room with the plasma rifle)


Tue Dec 22, 2009 12:58 pm
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You can also put it under a door and get it crushed. I'll release a fix soon.


Tue Dec 22, 2009 1:04 pm
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Tue Dec 22, 2009 1:49 pm
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Tue Dec 22, 2009 1:56 pm
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Also it would give good LMs more time to do other tricky things... (I usually try to open as many monster traps at once so that players get hit with more monsters than normal.)


Tue Dec 22, 2009 1:58 pm
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Agreed with MP2E, 30 seconds seems to be VERY little ammount of time.


Tue Dec 22, 2009 2:09 pm
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http://cutstuff.net/blog/?p=1810

Hotfix. This one fixes the rune being squashed and level masters putting the rune beyond exit lines.

I will increase the LM time for beta 2.


Tue Dec 22, 2009 3:38 pm
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