This topic was last updated by  The New Guy at 10/12/2017 09:31 am

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  • #1077

    The New Guy
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    As most of you HL2DM players know, I am attempting to create a more competitive-worthy version of Half-Life 2 MP with the help of people like Dallas, Sidezz and Kakujitsu.
    Most of the modifications are server-side, with the rest currently being mapping or environment based.

    In order to load Half-Life 2: Arena, simply type "!setting arena" into the in-game chat within one of our everythingFPS hl2dm servers.
    If a player wishes to then revert to the instagib game mode, he/she would then type "!setting stock" into the game chat.

    The purpose of this thread is to present, update, and review feedback on this ongoing initiative.
    And, given my stance on some of the ludicrous things Valve decided to implement with regards to HL2DM, whenever I refer to "Instagib" that means I am referring to what Valve made 'standard' or 'stock' with regards to HL2DM.


    First, the movement modifications:
    sm_cvar    "sv_accelerate"         "15"    (increased 50% from Instagib)
    sm_cvar    "sv_airaccelerate"    "15"    (increased 50% from Instagib)
    sm_cvar    "sv_friction"               "3.2"    (decreased 20% from Instagib)

    Some gameplay modifications:
    sv_hl2mp_weapon_respawn_time    "6"     (was "20" seconds in Instagib)
    sv_hl2mp_item_respawn_time          "24"   (was "30" seconds in Instagib)

    It should be noted that when all Arena maps (such as 1adm_lockdown or 0adm_tigcrik) are completed, each 'class' (group/type) of weapons and items will each have different respawn rates.

    Such respawn times are as follows:
    Weapons:
    "4" seconds for precision weapons (bow/mag)
    "6" seconds for support weapons (shotty/SMG)
    "8" seconds for the hybrid weapons (ar2)
    "90" seconds for the control weapon (RPG)
    Items:
    "20" seconds for 40mm grenades (smg_grenades)
    "24" seconds for Vortex grenades (orbs aka combine_ball)
    "20" seconds for Batteries (suit/armor)
    "24" seconds for HealthKits (health packs)
    "35" seconds for the Delta pick-up
    "65" seconds for the Lambda pick-up (Lambda aka Mega-Health)
    Chargers:
    "25" seconds for the 'Green/Blue' chargers
    "35" seconds for the 'Yellow/Orange' chargers
    "45" seconds for the 'Red' charger (aka Super-Charger)


    Arena v0.48 Weapon-Damage chart:

    {
    weapon_pistol             // “9mm Pistol”
        ( 7 )       // Base damage                       [ Same as Instagib ]
        ( 14 )    // Headshot only damage
        [ 25 ]    // Clip size (if possible)
        [ ∞ ]      // max ammo (if possible)
        [ 150 ]  // ammo given on spawn       [ Same as Instagib ]
        [ yes ]  // weapon given on spawn     [ Same as Instagib ]
    }


    {
    weapon_smg1            // “SMG aka Chain-gun”
        ( 6 )      // Base damage                        [ Same as Instagib ]
        ( 12 )    // Headshot only damage
        [ 75 ]    // Clip size (if possible)
        [ ∞ ]      // max ammo (if possible)
        [ 255 ]  // ammo given on spawn
        
    [ no ]    // weapon given on spawn
    }


    {
    grenade_ar2             // “SMG Grenade aka 40mm Grenade”
        ( 80 )   // Base damage
        ( 80 )   // Headshot only damage
        [ 1 ]     // Clip size (if possible)             [ Same as Instagib ]
        [ 2 ]     // max ammo (if possible)
        [ 0 ]     // ammo given on spawn
        [ no ]  // weapon given on spawn
    }


    {
    weapon_frag             // “Frag Grenade”
        ( 130 )  // Base damage
        ( 130 )  // Headshot only damage
        [ 1 ]      // Clip size (if possible)               [ Same as Instagib ]
        [ 9 ]      // max ammo (if possible)
        [ 3 ]      // ammo given on spawn
        [ yes ]  // weapon given on spawn        [ Same as Instagib ]
    }


    {
    weapon_ar2             // “Pulse Rifle aka AR2”
        ( 10 )   // Base damage
        ( 20 )   // Headshot only damage
        [ 45 ]   // Clip size (if possible)
        [ ∞ ]     // max ammo (if possible)
        [ 90 ]   // ammo given on spawn
        
    [ no ]   // weapon given on spawn
    }


    {
    combine_ball             // “Vortex Grenade aka Orb/combine_ball”
        ( 5000 )  // Base damage
        ( 5000 )  // Headshot only damage
        [ 1 ]        // Clip size (if possible)              [ Same as Instagib ]
        [ 2 ]        // max ammo (if possible)
        [ 0 ]        // ammo given on spawn
        
    [ no ]     // weapon given on spawn
    // Note: Orbs will reduce their respective damage value by 80% on each sequential bounce to a minimum of 40 damage (body/head.)
    // Therefore, Orbs will start @ 5000 damage, then will reduce to 1000 on first bounce, then to 200 on second bounce, then be at minimum 40 damage
    // All 'Orbs' will still exist for same 4-second duration upon activation - as they do in Instagib
    }


    {
    weapon_357             // “.357 Magnum aka Rail-Gun”
        ( 60 )   // Base damage
        ( 120 )   // Headshot only damage
        [ 6 ]     // Clip size (if possible)               [ Same as Instagib ]
        [ ∞ ]     // max ammo (if possible)
        [ 18 ]   // ammo given on spawn
       
    [ no ]   // weapon given on spawn
    }


    {
    weapon_crossbow         // “Crossbow aka XBow”
        ( 100 )   // Base damage                       [ Same as Instagib ]
        ( 100 )   // Headshot only damage      [ Same as Instagib ]
        [ 1 ]       // Clip size (if possible)            [ Same as Instagib ]
        [ ∞ ]      // max ammo (if possible)
        [ 20 ]    // ammo given on spawn
       
    [ no ]    // weapon given on spawn
    }


    {
    weapon_shotgun         // “Shotgun aka Shredder”
        ( 7 )     // Base damage                          [ per pellet ]
        ( 11 )   // Headshot only damage        [ per pellet ]
        [ 6 ]     // Clip size (if possible)              [ Same as Instagib ]
        [ ∞ ]     // max ammo (if possible)
        [ 30 ]   // ammo given on spawn
       
    [ no ]   // weapon given on spawn
    }


    {
    weapon_rpg             // “RPG aka BFRL or Rocket”
        ( 150 )  // Base damage                          [ Same as Instagib ]
        ( 150 )  // Headshot only damage
        [ 1 ]      // Clip size (if possible)              [ Same as Instagib ]
        [ 4 ]      // max ammo (if possible)
        [ 4 ]      // ammo given on spawn
        
    [ no ]    // weapon given on spawn
    }

    I suppose that is enough information for now. I'll update this post/thread as the changes come in.
    Feel free to post any praise, feedback, or hatred for any & all of the above concepts.
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