Last Man Standing Coop Mod - A
Doom 3 Modification
Official Manual for LMS
Copyright 2005 Last Man Standing Team
Authored by MercyKiller and Calimer and made pretty by BurN.
A Note of Introduction:
Thank you for downloading our mod. We really hope you enjoy it
:) See you on the servers! Take care.
-calimer
--------------------------------------------
1. Before You
Play - Installation
Installing LMS is fairly straightforward. Like most
mods, LMS must be installed to the root Doom3 directory.
1.1 Windows:
Windows users can install LMS in two ways: using an executable
installer, or through the multi-platform zip file.
To use the executable installer, click on the file and install lms to
your doom3 directory. To install the mod using the zip file, extract
the contents to
your root Doom3 directory (not the base directory!) and you're ready to
go.
1.2 Linux:
Extract the zip to your root Doom3 directory and you're ready to go.
(not your base directory, your doom3 directory)
1.3 Macintosh:
Run the installation shell script after downloading the macOS
installer. It should perform the installation automatically. To install
the mod using the zip file, extract the contents to
your root Doom3 directory (not the base directory!) and you're ready to
go.
2. Kicking Ass
101 - Gametypes
2.1 LMS Mod
LMS Mod encompasses all of our custom maps into one convenient
gametype. Killfest, progression, and defense maps are all played
through this gametype. To play LMS Mod maps, either use the single
player menu after launching LMS, or join a server running LMS Mod.
2.2 LMS Maps
A. Killfest:
The basic premise behind killfest is to outlast and to outscore the
other
players. There are no base areas here, no progression between level
segments - killfest maps usually take place in one area where you try
to survive against attacking monsters for as long as possible. Examples
are Kaiser's Human Disposal and MercyKiller's Chambers of Misery.
B. Progressive:
Progression maps are more traditionally styled levels with some goal or
mission to the map. Generally, the player is moving around different
segmented areas of the map. Examples are Timbobsteve's Hangar and
Kaiser's Omega Anomaly.
C. Defense:
Defense maps are centered around a base area or npc that the players
must
defend against waves of attacking monsters. Examples of this gametype
are Calimer's Radio Tower and Kaiser's Onslaught.
D. Hardcore and Respawn Modes:
There are currently two modes of the basic gametype. Players in
hardcore mode cannot respawn after death, and are forced into spectator
mode until everyone else dies or the round ends. This encourages
players to be more careful - this also adds the competitive
aspect of who will be the last man standing when the dust clears.
Players in respawn mode can respawn - this mode is good for constant
fast paced action. Normally a penalty is set for dying.
2.3 SP Coop
SP Coop is the gametype used to play Doom3's single player
levels cooperatively. Both hardcore and respawn modes can be used, but
none of the custom weapons nor infared are accessable while playing SP
Coop.
3. Beer and
Shotguns - Weapons
Four
entirely new weapons have been included for soothing your itching
trigger finger along with a slew of enhancements to existing weapons.
Chainsaw:
The world's best home defense weapon has been overhauled - it now has a
slightly longer reach, allowing the brave (or stupid) wielder to attack
low-to-the-ground monsters more effectively. The damage has also been
increased to make the chainsaw a more attractive weapon.
Pistol:
The previously pathetic pistol has experienced a severe upgrade at the
hands of B33Rman. Now sporting three shot burst fire, the pistol is
actually a good choice against stronger lone enemies or groups of weak
ones.
Double Barreled Shotgun:
The db shotty is back and ready to kick ass. With an insane amount of
power, this baby can make gibs out of the most massive demons in
seconds. The catch? A slow firing rate. This weapon replaces the
original shotgun.
Chaingun:
With a massive belt and insane rate of fire, no other weapon packs the
sheer mow down power of the chaingun. In the hands of a recruit, this
weapon is formidable. In the hands of a master, imps will be crapping
their pants.
Machinegun:
Previously, the machinegun was an under-used long range weapon. Due to
a large upgrade, the machinegun is now a deadly medium range gun. More
accurate than the chaingun, it is best used at long-medium range where
its accuracy is beneficial.
Plasma Thrower:
Basically a massively overhauled flamethrower, the plasma thrower spews
out blue plasma flames at an insane rate. One of the most powerful
close range weapons, anything that approaches the wielder ends up a
charred husk. This weapon replaces the original plasma gun.
Plasma Sniper:
This useful weapon uses a charging system similar to the bfg's. A quick
blast can
take care of weak enemies, while a fully charged headshot can bring
down
a hellknight. The rate of fire, however, is quite slow. The plasma
sniper
is outfitted with a more powerful scope than other weapons and
consequently has
a more powerful zooming capability.
You
have the skills. You have the guns. You *will* get your ass kicked. LMS
levels are all about facing off against swarms of the ugliest
motherf*ckers this side of Predator. Fast paced, intense, insane - LMS
levels are all this. Far more similar to classic doom1 and doom2 levels
than id's doom3 levels, most involve running and gunning like no other.
Levels:
These levels are all played through LMS Mod, though Kaiser's are
listed as SP Coop due to development reasons.
Progression:
Hangar Incursion
Omega Anomaly
Tlab Complex
Refueling Station
Sigma Quadrant
Bunker Redux
Defense:
Fortified Complex
Radio Tower
Onslaught
Tunnel
Killfest:
Chambers of Misery
Bunker
Human Disposal
Commando Attack
Locked In
Loading Dock
Labyrinth
Trapped
Ancient Ruins
5.1 Overview
Co-op is an integral part of the LMS experience - players are able to
play LMS with
their friends at LAN parties or over the internet with doomers from all
over the world.
Single player and Resurrection of Evil co-op are both supported in this
release; the single player and RoE maps have been graciously modified
by Hobbes
to work better in co-op.
5.2 Performance Suggestions
If you are getting a lot of lag there are a few things you can do to
improve gameplay.
1) Turn off shadows (under advanced in options -> system)
2) Lower the doom 3 video quality level in options -> system
3) Defrag your hard drive
4) Make sure you have no Uploads/Downloads active
5) Shutdown background applications
6) Play on servers geographically close to you
5.3 Server Setup
For most people, creating a server via the menu is sufficient. If you
want to do it manually please see the Mappers Guide.
Also you should have port 27666 open to host a server, both tcp
and udp to be safe.
A. Listen Server:
This server type is where you are both the server and client at the
same time.
B. Dedicated Server:
This server type creates a standalone server that you must join as a
client.
C. LMS Custom Console Commands:
Note: For a full list of the Doom 3 Console commands look at
Complete_cvars_and_commands_list.txt
*si_skill is the skill at which the game runs. 0 is the easiest
setting while 3 is the hardest. EDIT - LMS Alucard says 4 and 5 were added in 4.0
*lms_hardcore if set to 1 then hardcore mode is enabled on the
next map change/restart. Setting it to 0 disables it for the next map
change/restart
*lms_deathpenalty - Score penalty for dying (LMS Mod only)
*lms_iconnames - Display player names above their heads
*lms_serverSideCheatsOnly - Only the server will be able to use
cheats
*lms_enablePersistantData - If enabled the players will keep
weapons during map changes
*lms_volumeMusic - Music volume for LMS Mod gametype
*lms_mainmenuMusic - Main menu music on/off
*lms_servermotd - Message that will appear on players screen
when they join the server
*lms_listBannedPlayers - Displays list of players banned from
the server
*lms_banPlayer - Will ban a player from the server. If no time
is provided the ban is permanent
*lms_removeBan - Removes a player from the banned player list
*lms_banContact - Information that will be displayed to a banned
player
D. Playing SP maps in Coop
Playing single player co-op is pretty easy. Simply change the gametype
from LMS Mod to SP Coop or RoE Coop in the server creation menu.
You can also vote to change the gametype while playing.
E. Scoring
Playing in SP Coop or ROE Coop you will be awarded one point for each
monster that you kill.
Playing in LMS Mod you are awarded a different number of points for
each monster that you kill based on the type of monster. The
player at the end of the map with the highest number of points would be
deemed the winner. The points for each monster killed in the LMS
Mod gametype is as follows:
Monster |
Score |
monster_boss_cyberdemon | 900 |
monster_boss_guardian | 1000 |
monster_boss_guardian_seeker | 400 |
monster_boss_sabaoth | 1200 |
monster_boss_vagary | 900 |
monster_demon_archvile | 250 |
monster_demon_cherub | 100 |
monster_demon_hellknight | 500 |
monster_demon_imp | 200 |
monster_demon_maggot | 100 |
monster_demon_mancubus | 475 |
monster_demon_nimp | 250 |
monster_demon_pinky | 300 |
monster_demon_revenant | 450 |
monster_demon_sarge | 1200 |
monster_demon_smaggot | 300 |
monster_demon_spectre | 300 |
monster_demon_tick | 75 |
monster_demon_trite | 50 |
monster_demon_wraith | 255 |
monster_flying_cacodemon | 150 |
monster_flying_lostsoul | 50 |
monster_zombie_bernie | 50 |
monster_zombie_boney | 50 |
monster_zombie_chainsaw | 100 |
monster_zombie_commando | 150 |
monster_zombie_commando_cgun | 250 |
monster_zombie_fat | 50 |
monster_zombie_maint | 50 |
monster_zombie_morgue | 75 |
monster_zombie_sawyer | 100 |
monster_zsec_machinegun | 125 |
monster_zsec_pistol | 50 |
monster_zsec_shield | 90 |
monster_zsec_shotgun | 125 |
We
have made adjustments to so that gameplay changes depending on how many
people are in the server, and what difficulty the server is set at.
The info, straight from AO:
Here's a table of the damage scale which is multiplied by the damage
done by player on monsters.
x: value of damage modifier 1 (value of si_skill)
y: value of damage modifier 2 (number of players)
* when x+y < 2
+ when x+y >= 2 then /2
Damage modifier:
1 player:
skill 0 | 1.563 |
skill 1 | 1.25 |
skill 2 | 0.8 |
skill 3 | 0.465 |
skill 0 | 1.25 |
skill 1 | 1.0 |
skill 2 | 0.741 |
skill 3 | 0.444 |
skill 0 | 0.8 |
skill 1 | 0.741 |
skill 2 | 0.588 |
skill 3 | 0.385 |
skill 0 | 0.465 |
skill 1 | 0.444 |
skill 2 | 0.385 |
skill 3 | 0.286 |
If there's two players and si_skill is set to 0:
si_skill 0: modifier is 0.8
two players: modifier is 1.0
0.8 + 1.0 = 1.8
1.8 is less than 2, the damage modifier is therefore: 0.8 * 1.0 = 0.8
we must inverse this damage (since it's based off of damage done to
players and not monsters)
inverse: 1/0.8 = 1.25
actual damage = damage * 1.25
Infared:
The shoulder mounted flashlight in beta 0.1 has been replaced by
infared vision. Infared allows you to see into the heat spectrum
through your standard UAC helmet. Useful in dark places. Infared can be
bound to a key through the options menu.
7. Contact:
I hope you enjoy our beta and please feel free to contact us about any
problems you have, whether you like it or dislike it, anything. We'd
really like to hear from you. Take care.
Website: http://doom3coop.com
Email: calimer1@yahoo.com
irc.OFTC.net channel #lms-mod
8. Legal:
All material in this release is not to be used in other works without
the expressed written permission of the Last Man Standing team. For
more information please consult the included license.
Back to Contents