Noctali's Minas Tirith Marathon Log

Rippër

スカー藩主
Veteran Admin
Sep 2, 2018
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Minas changelog (Stripper made by Noctali. Special thanks to zaCade for helping)


- Added Marathon Mode:


- Stage 1 to 4 (Normal or Extreme)
- Stage 1 to 8 (Normal 1-4 , Extreme 5-8)


- Gameplay of the Marathon mode:

- Everyone is reset to level 0 when the round starts (might add a toggle in the Admin Room to decide the starting level in this mode)
- Play the stage normally, no nuke at the end, it fades to black, followed by round transition (as in deleting entities from previous stage and spawning next stage, it takes 3 seconds or so)
- After winning a stage, all Humans inside the end area gain 1 level, as well as Mother Zombies
* That means, when reaching Extreme 2, everyone will be level 5 (beside Humans that died during the round, explanation further below)
* Humans that die at any point after the first Zombies appear will not gain any additional level for the rest of the round
* Meaning if you die during Stage 3 while being level 2 you'll stay level 2 for the rest of the round
* Your level as a Zombie only matters for Stage 1 to 4 as all Zombie items are unlocked when reaching Extreme 1 (besides Balrog of course)
- After a round transition, a dynamic Human item shop spawns within the map for 25 seconds or so
- You can only take an item if you have the required level for it (as usual)
- Item altar will be green if the item is available for pickup, red if the max limit is reached
- You can only take one item per transition
* So if you take Flag for example, you'll be stuck with it until the next transition
* You can't take Flag and then switch to Ammo during the same transition
- You'll be able to switch items depending on what level you have
* You can switch items if you have: Flag, Armor, Ammo, Oil
* You can't switch if you have: Horse, Gandalf, White Knight
- Items can be picked up again at the next transition if they died during a stage
* So even if BotoX takes Gandalf, fear not, when he dies, you'll be able to pick a new one if you reach the next transition :wlenny:
* Atlar color will automatically update based on this, if any of the items died during the round, the altar will be green again
* This also happen when switching item, if 2 guys had armor at Stage 3 and switch to Ammo/Oil at Stage 4, 2 new Armor items will be available for pickup
- Skin will be healed to their respective max HP on round transition (Armor, Horse, Gandalf and White Knight for Humans; Ladder, Troll and Balrog for Zombies)
- If you play Stage 1 to 8, Humans will unlock an additional Oil/Ammo when reaching Extreme 1
- Zombie items are available for pickup at the normal Zombie Shop (just use !ztele, you'll have 99 available)
- If you play Stage 1 to 4, the map will end at the end of Stage 4 (Zombies will be nuked)
- If you play Stage 1 to 8, the map will teleport everyone to Extreme 1 the first time of winning stage 4 and Zombies will only be nuked by winning Extreme 4


- Admin Room changes:

- Added a lot of toggle buttons that can be used by Admins to modify any mode of the map
* Note that any toggle you set is permanent for the rest of the map (no need to redo it every round) and can be disabled again in the Admin Room
- Human & Zombie item limit button:
* Admins can modify the spawn limit of each item in the map, between 0 to 10 (only Balrog is limited to 4 maximum)
* if you see [DEFAULT] it means this is the default value of the map for that item and will not disable further modification by the map later on (like the Zombie item increase in Extreme)
* if you see [NORMAL] it's just to show you that this value is the one normally used when playing Normal (it also disable any further modication by the map)
* if you see [EXTREME] it's just to show you that this value is the one normally used when playing Extreme (it also disable any further modication by the map)
* If you reduce to 0, you'll disable the ability to pick up that item
* While any of these items can be individually increased to the max value, be careful to not increase everything to the max at once, as you'll crash the map if you spawn too much, so know what you're doing when increasing the limit
- Meteor toggle:
- Meteor can be always enabled (no matter if Extreme or not)
- Meteor can be always disabled (no matter if Extreme or not)
- Meteor can be set to use default settings again
- Meteor can be set to do 50% damage
- Meteor can be set to do 100% damage
- Meteor spawn rate can be lowered/increased from 2 seconds to 16 seconds between each meteor


For any existing doubt, post it here and either Noctali or zaCade will answer.
 
I don't really like the fact that human items respawn between round but apart from that very promessing event, thx nocta and zuff
 
I don't really like the fact that human items respawn between round but apart from that very promessing event, thx nocta and zuff
Keep in mind that zombie item respawn aswell, and that include the balrog.

Also the map will only get harder as time goes on, as more and more humans will die and take zombie items, it will get even harder on extreme when meteor start spawning,

Another thing is the sheer amount of raw damage humans can take over an extended period of time, for example, sure if you loose ammo in a normal stage it’s not a big deal, you can still manage, but over the duration of multiple stages, even if you remove meteor, just the tnt alone will slowly eat your life pool and kill all the humans within 2-3 stages (way less than that if the tnt is good)

I’m open to the discussion about the balance in this mode, but I need to see how it goes on a full server first.

Also on a side note here for anyone that read it, one thing i didn’t mention in the gameplay part is that your items cooldown don’t reset at each transition (unless the item died and is pickup again) so if you use ammo/oil, Gandalf and Wk when ex2 end for example, enjoy the beginning of ex3 without anything to help you
 
Posting this here, just fyi,

- Stage 2 bridge shortcut fix will now correctly spawn on both normal and extreme when playing stage 1 to 8
(was only spawning in the first stage 2 before)

- Changed the ladder roof shortcut of stage 3 after the lift
(zombies can still go up and jump down on the left and try to sneak on humans but they can't jump directly on them from the top)

- The small door on the right path between stage 2 and 3 will now open inside
(so someone doorhugging it will not block it permanently when it open)

- Humans skin will now also be invulnerable at the transition from stage 4 to ex1
(so your skin can't die while your invulnerable, happen'd to Mini, his horse died but he didn't, keeping horses speed without the skin and the risk to die)

- You shouldn't be able to pick up unlimited TNT after the transition to extreme (please)
- Also shouldn't be able to do that while playing stage 1 to 4 extreme (pretty please)

- Setting up marathon mode will now correctly remove any player score/level on round reset
(it could glitch before with the extreme autolevel up)

- The dynamic shop will now spawn in stage 1 when playing marathon (1 to 8 and 1 to 4) in case admins set a starting level

- Meteor will now spawn correctly on the first stage if marathon mode is enabled alongside extreme
(meteor were not spawning only on the first stage 1 if you played in extreme, they only started after the first transition)

- Motherzombies ratio is 10 for 1 to 8 and is now 8 for 1 to 4 (no matter if extreme or not)
(might need to buff/nerf this later)

- Zombies ladder and TNT will now be locked during some stage transition in marathon
(so when the fade to black happen and a bit after that)
* Existing ladder and tnt that were spawned just before the transition (talking about the projectile here) will also be killed
* While nobody took advantage of it when we played, you could've definitely kill any humans skin on the spot after they took an item in stage 4

- Humans with skin correctly get their protection back after the stage 4 to ex1 transition
(Noticed someone with an armor getting infected after a transition, thank you)

- Zombies will now be able to !ztele to the spawn area before a transition and not get teleported back into the map when it happen
(so they can take an item as soon as they get their level)

- Also added a zombie teleport at each transition spawn that teleport them directly to the zm shop if touched

- There is now a visual cue to tell you when you can pick up an item from the dynamic shop
* Orange -> grace period, nobody is able to pick up anything
* Red -> this item limit is reached, wait for it to pickup another item or die
* Green -> You can pickup this item if you've the required level