Left 4 Doom: Humans vs Infected (Abandoned multiplayer mode)
Автор: AlphaEnt2 (aka Blorc)
Загружено: 2025-11-13
Просмотров: 243
https://www.moddb.com/games/doom/down...
Trivia: This gamemode was implemented years ago already, but never advanced any further into the idea, and I don't remember posting anything about this anyways.
Basically, blue team played as humans and red team played as enemies, and they fighted each other aiming for highest score. basically, tdm/lms with a twist.
With recent 2025 update i've decided to take away the flag that forced teams to have only mosters on one side since such flag prevented the mod to have full compatibility with other sourceports.
Now, that i've decided to merge all files into one, i opted to improve compatibility across multiple sourceports, at expenses of getting rid of few zandronum exclusive features, like max health injection or asymetrical mp teams.
Now, both blue and red can play with monsters if they want, even in deathmatch. (at this point, I don't mind it, plus i think someone might have at least some fun with bots)
2025 update:
Merged several files into one.
Updated zandronum build to 3.2
Moved config folder inside l4d2_base folder.
Added skirmish menu option directly into main menu.
Deleted "limitedtoteam" skin properties to improve compatibility with gzdoom/lzdoom at expenses of breaking intended "human vs monsters" behaviour on tdm/tlms
Adrenaline now injects 20 bonus health instead of 10 bonus health + 10 max health, for compatibility purposes and keep the same behaviour across all sourceports.
M60 and Grenade Launcher now takes 90 seconds to respawn on multiplayer.
Fixed few missing non-bob frames during reload sequence or melee.
Rebalanced defibrilator, now it gives you 125 hp instead of 50. (also allows exceeding max 100 hp)
Modified several hunting rifle sprites to make less noticeable the fps drop when ripped back in the day. (doubled fps on hand movement while inserting clip)
Increased hunting rifle damage from 18.75 to 21
Increased magnum damage from 16.5 to 18
Increased M16 rifle damage from 6.25 to 6.75
2022 update:
All lowres/highres weapons sprites were tweaked.
Reduced sprite shakiness on all weapons.
Blood no longer spawns underwater.
Low res sprites now merged into staticbase.
Weapon melee now throws enemies away akin to l4d2.
Mod is no longer compatible with Skulltag.
Rewrote some weapon actions, like reload and zoom. Now uses native wrf functions instead of jumpifinventory.
The mod now features custom bob. Sprites are no longer static while moving.
Blocked bob on certain sprites that shows the cropped sprites while bobbing.
Added bob to melee action.
Increased lowres size on some sprites that shows the cropped sprites while bobbing everytime.
Fixed few issues on HUD
Added mod options menu.
Added toggeable crosshair recoil.
Added an optional reduced recoil mode that takes away recoil on stock actions.
Added optional L4D2 monsters, taken from Zdoom forums.
Added alternate death states on vanilla monsters, based on which weapon player uses, akin to "the unmentionable mod".
Added an improved batch file to load the mod.
Deleted the autorun launcher. Although cool, I no longer have the editor to change autorun parameters. Since batch files were renamed and autorun no longer worked.
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