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View Full Version : Spice up phlorph with mods?


Laggy
February 25th, 2010, 10:55 AM
Hey, last night Shazam Choco and I played speed dodge ball which is like pyro tennis except a million times better and we had a blast. I was thinking that maybe Z could put in some mods that can be turned on and off by the admins or by a vote.

A few mods that come to the top of my head.

Ammomod

1v1 match in which you start with 1,000+ health depending on your class, you have unlimited ammo and you don't have to reload. First one to burn the opponent down to 0 wins the round first to three wins stays in court. This mod is used with the map called am_variety which features many different arenas such as Badlands mid, Granary mid, Gravel pit C, generic arenas, no splash damage arena etc. etc.

Randomizer
Arena matches in which it will randomly choose a class for you and give you three random weapons from any class. For example you can be something awesome like a scout with a mini gun for primary Medi gun for secondary and the Equalizer for your third slot, or you can have bad luck and get Needle gun primary Pistol secondary and bottle for your melee slot.

For more information and a huge list of add-ons here is the site for allied modders: http://www.alliedmods.net/ .

-Laggy

Zervun
February 25th, 2010, 06:39 PM
I read alliedmods twice a day ;) it's where all the sourcemod plugins are.

The main issue is it takes MASSIVE maintenance to deal with multiple major mods. There is no quick and easy about it. Every time an update comes out, it in turn breaks all the mods, you have to update every single one.

We used to do some that were more built in to sourcemod such as the soccer map. It was popular for a couple weeks, then it would clear the server.

In turn the server has to be restarted every time the mod changes, unless you want to manage multiple completely different path trees, ie multiple instances, which doubles, triples, etc every frustration. You have no idea the pain I go through on a valve update just with 1 instance vs. crazy mods on multiple instances.

If they are plugin based though, It's via a plugin add, and a map/server bump - however it is still manual intervention.

Those servers that run those things usually only run that type of mod.

Ripskin
February 25th, 2010, 08:15 PM
I would be fine with a mod that we could turn on / off. We would need more active admins though.

But if it breaks every other week or week depending on the update it might not be worth it.

I would settle for people to play at my hour again :p

Laggy
February 25th, 2010, 11:37 PM
There is the hide and seek which I think (not sure) but I think it is the map which holds the coding but not sure.

Hide and seek mod:
Arena matches where one whole team is only pyros while the other team is scouts,their models to the other team however is not that of a scout but a random prop that fits into the enviroment of whichever map you are on.


As for the maintenance, I would be down to do it as long as someone teaches me how to. I really enjoy playing Phlorph and it's not fun when no one plays Phlorph, so hopefully this will jump start it again.