STEAM GROUP
L4D Servers L4D
STEAM GROUP
L4D Servers L4D
10
IN-GAME
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ONLINE
Founded
January 14, 2016
OMEGA (L4D1) - English
Translated by Head;Closer, edited by Ryu and Ren89.

The server is made in the form of the several modules and players can enable or disable them at will by chat-command: !menu -> Server settings. The main part of the server, which players cannot turn off, is aimed at fixing bugs, improving graphics and effects, increasing the variety in the gameplay, leveling the game balance and weapons in adequate ways, without fanaticism. OMEGA's minimum difficulty is slightly higher than the default difficulty on the official VALVE's server. The maximum difficulty cannot be measured (taking into note all additional modules - gamemodes), so we can say that there is no maximum difficulty on this server.

1. The main features of the server, which are always active:
  • Not infinite melee (can't reuse overtime of shoving) and survivor's slowdown in the water. In L4D2 this became the basis and there is no reason why not to do the same in L4D1.
  • Two new common zombie types imported from L4D2: HAZMAT and SWAT in an armored suit. HAZMAT have a lot of health and do not burn, and the SWAT zombie can only be damaged well by a sniper rifle or M16, and his helmet protects from headshots by 95%.
  • Players can always use the night vision device !n / !night, laser sight !l / !laser, weapon's silencer !s / !silencer.
  • The server has a dynamic weather system. With each walkthrough, there would be new weather, sometimes it can be dark and the player have to use a night vision device (!n).
  • The official maps have been modified - added new objects, paths, cars and alarm doors.
PERFORMANCE WARNING: Due to effects, weather, new objects, etc.; players with weak and old computers may have less FPS than usual. The final location of the "Death toll" campaign has the largest number of additional objects. So, if everything is good for you there, then stability will be the same everywhere.
  • The server has an auto-difficulty system. 8 players = 8 difficulty levels. The higher level, the more special infected spawns at once (for example, level 8 means that 8 bosses would spawn immediately or at level 5 = 5 bosses), witches and waves will spawn more often, more mobs in a wave, VERY LONG WAVES, like in the "survival" mode. The difficulty level increases with the finishing of the map without restart. Level will decrease after each restart.
ADVICE: 7-8 difficulty level is a big challenge. Constant pressure from the infected from all sides, the survivors must be constantly concentrated as much as possible, any mistake could be crucial for the team. The main thing is not to lose fighting spirit, not to give up. Try to play correctly and without mistakes. Learn from your mistakes so as not to repeat them in the future, or even better, learn from other people's mistakes. Stay as close as possible to your teammates, and cover each other. Give all your best in every game moment - this server does not forgive mistakes.
  • Any single hit by a common infected on an expert difficulty deals 20 damage from all directions.
  • The sniper rifle has an alternative shooting mode "AWP", so the weapon shoots very slowly but deals 500 damage per shot at the infected (this is enough to instant kill everyone except the tank, and 2 shots need to kill witch) and deals 100 damage to the survivors. You can change the shooting mode by pressing E + R keys. When shooting with AWP from the first person during between shots, you can turn off the sniper scope only with a melee key (RMB).
  • The tank takes 75 fire damage per second. Real fire damage like in L4D2, not just a timer like usualy in L4D1 by default.
  • Medkit can be unpacked (alternative usability), by pressing SHIFT + E keys, while holding the kit. The first aid kit has 2 or 3 pain pills (random).
  • On official maps, the number of grenades and pills has been reduced (maximum 2 pipe-bombs, 2 molotovs and 4 pain pills per map) and all canisters and barrels have been removed.
  • Disabled all game moments when the first-person view automatically changed to the third-person view (this is when the player is healing or being caught by hunter or smoker). By the way, no one imposes on you the first-person view, you can play from the third person, if you want, or change the view by pressing a button - bind it by console:
    bind "ANY-BUTTON" "thirdpersonshoulder"
NOTE: I understand that players from other servers will not like this "feature" at all, and I assure you that OMEGA's players (including myself) don't like this feature more than you. But apart from "I don't like this" there is no other reason. A player caught by a hunter or smoker can't escape without the help of his teammates. The healing player must be vulnerable and needs protection. This situation have come by developer's conclusion and gave the characters some auto-self vocalization like "cover me", when you healing, or calling for help if you get caught by an infected. From a first-person view these moments take on the correct meaning, just as the game's developers intended. ADVICES: 1) If you saved a teammate from a hunter or smoker, then you should not run away immediately, because the player's getting up animation ends for about 1 second and he needs time to recover. Cover him from infected. 2) Prefire against smokers. The secret is to aim at the smokers before they catch you. The change of view may confuse you, but don't doubt - the crosshair is the same where it was, just shoot.
  • The incapacitated survivor can open the door of the respawn room and pick up a weapon or other items.
  • Piles of ammunition are not endless. The same thing for weapons - it's not endless spawn.
  • Saferoom's door at the end of the map is locked untill all tanks are dead and until all the survivors not came up. A timer from 30 to 60 seconds on the doorlock (depends on the number of players) and a horde of mobs will begin their attack. After the timer, the door opens, and players can close it after 5 seconds.
  • The incapacitated survivor can shoots with pistols more accurately and faster than usual.
  • Automatic pistol shooting - just hold down the fire button and the gun will fire itself at the highest possible speed, almost like a automatic rifle.
  • Loot drop medicine and weapons from tank. You can see what trophies the tank has - he holds a weapon in his right hand and medicine in his left hand. A survivors, who shoots mostly at a tank, receives the trophies immediately into inventory, but only if the survivors did not have the item already, or have the same weapon with less amount of ammo. It's like a queue, where always the first one player, who did the most damage to the tank, and the last player who did the least damage. The minimum damage rate to be in the "queue" for reward, should be more than 25%. If the trophy was not automatically obtained by someone, then survivor will have to pick it up manually from the place of tank's death.
  • New balance of weapons. The damage from the pump shotgun has been increased, and the accuracy UZI has also been increased. M-16 redesigned for AK-47 from L4D2, high damage, increased recoil and slower shots. By the way, with this rifle you can stun a witch with an accurate headshot like so does normaly a hunting rifle.
  • The friendly fire damage is reduced twice than usualy (in L4D2 this value is the standard as well).
  • Health regeneration up to 50. Restores 1 health point in 5 seconds. If the player have been incapacitated, then there will be no regeneration until he heals.

2. Perkmod:
This mode includes additional difficulty changes and gameplay changes:
  • Common zombies have random health from 70 to 117 (this does not apply to new types of mobs - a mob "SWAT" in an armored suit always has 350 hp, and a mob "HAZMAT" in chemical protection suit always has 250 hp). The number 117 is not random, it is 90 damage from a hunting rifle and 30% to damage, which the Explosive Ammo perk adds.
  • New game mechanic "Bleeding". The player has a chance to get bleeding after incapacitated state. For every 4 seconds, the player will randomly lose from 1 to 5 hp, until his death. Pain pills or medkit remove the bleeding effect.
  • Pain pills restore 50 hp, but not immediately - gradually, by 5 hp per second. If you eat more than 1 pain pills, then the player will have an overdose effect, which causes hallucinations, nervous laughter and reduces the effectiveness of the pills. The more pills you take, the longer the effect of the overdose will last, and the slower the health recovery from pills will be. There is no fatal overdose, so you cannot die from the pills.
  • There's a chance that the player will have a long reloading animation (this does not apply to shotguns, a shotgun always has one animation).
  • Increased recoil on shotguns, it is difficult to shoot and turn at the same time, harder to control it.
  • The hunting rifle has firerate slowdown. The time between shots less than a second, but it really harder to spam bosses. Against a crowd of mobs at close range, a sniper rifle is almost useless, because it either shoots slowly, or does not always kill a mob with one hit (because a mob's health can be over 90).
Important: When the perkmod is off, all this features are not active - mobs have standard health, no bleeding effect, regular use of pain pills, standard reload animations and a hunting rifle shoots without slowdown.

All perks give only improvements and no debuffs. But the player cannot get all the improvements, and the server make harder almost everything that is possible, its preventing the player from feeling invincible. The perks are balanced and provide real bonuses. When choosing different perks, the player's gameplay will be different.

Perks are divided into 2 groups - primary perks (improve the player's gunning abilities) and secondary perks (help the player survivability). The player can choose 1 main perk and 1 secondary perk at same time.

Primary perks (attack):
  1. "Explosive ammo" - increase damage by 30% to all infected, except the witch. With this perk, the hunting rifle kills any common zombie with one hit (exept HAZMAT and SWAT mobs types). Perk does not affect AWP damage, its always 500 dmg.
  2. "Gunslinger" - gives a lot of small, but useful bonuses: sniper scope on all weapons, hunting rifle shoots without slowdown (in AWP mode it shoots faster too), weapons recoil reduced (shotguns too), increased clip's capacity, automatic shooting not only from pistols but also from a hunting rifle and an auto-shotgun, the player will never have a long reload animation.
    Important: Do not listen to those who say that this perk is only for snipers, because it is a universal perk and gives advantages on any weapon. You can use UZI to cut off the heads of mobs with surgical precision or use it for automatic shooting from an auto-shotgun, when the weapon itself shoots at maximum speed (because the player does not waste time pressing the LMB) - this is very convenient and ultimately does not lose in damage to others "attacking perks".
  3. "Sleight of hands" - fast reload and increased the weapon's ammo. Of course, with this perk no long reload animations either.
  4. "Support" - the player can carry double items (2 primary weapons, 2 medkits, 2 pain pills and 2 grenades), in addition, the player has a portable pile of ammunition, which he can be dropped/picked up by pressing the CTRL + E + RMB buttons.
Last edited by ●̪̀סּŖēɲȢ৭; Oct 28, 2021 @ 8:47am
Date Posted: Jul 22, 2021 @ 12:07pm
Posts: 0

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