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TeamTNS

ZDaemon Thursday Night Survival #262 - 5 years of TNS: Mutiny

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TNS celebrates its 5th birthday this Thursday and Mutiny, a freshly released 16-map community project with many new tasty textures and enough monsters even for a large group of marines seems like an ideal choice for this event. Since it's our birthday there might be some surprise coming in the 2nd rota instead of the usual pain settings... what was the first rule of TNS again?

DMFLAGS: 1174487140 / 806496256 / 0
Skill: Ultra Violence
IWAD: doom2 or freedoom080
PWADs: mutiny_rc3
Maps: 01-15, 31
Lives: 1
Players: 25/100
Item Respawn Time: 60 Seconds
Player Join Limit: 3 Minutes

Date: 18th August 2016

Euro session: 19:00 BST/14:00 EDT at SDA, Germany (usually lasts over 6 hours)

Get ZDaemon and join in.

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Ah I wish I could be there; looks like y'all are having some good fun, hehe.

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Man, this looks like it was a blast. I'll try to catch next week's session for sure.

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Aggs said:

Man, this looks like it was a blast. I'll try to catch next week's session for sure.


It indeed was. The WAD not only is great but also very multiplayer-friendly. See you next week!


Session statistics follow:

First blood:
x38_ViTa_38 | went boom 15 seconds after joining
(Cheater cheating the statistics. First non-intentional death: DaIcemann76 | shot by a sergeant 1 minute and 7 seconds after joining)

First blood in subsequent rotas:
2nd rota (rocket launcher only): vachevyguy | should have stood back 2 seconds after joining
3rd rota (total randomization): Velkator | couldn't dodge a destructor's rocket 46 seconds after joining

Peak server population:
34

Overall number of players that connected during the session:
125

Player death counts by obituaries (1st rota/2nd rota/3rd rota):

    2 killed themselves. (0/0/2)
    7 died. (0/0/7)
    3 mutated. (2/1/0)
    2 were squished. (2/0/0)
    8 went boom. (7/1/0)
    122 should have stood back. (10/111/1)
    2 were killed by a zombieman. (1/1/0)
    15 were shot by a sergeant. (9/5/1)
    19 were perforated by a chaingunner. (5/12/2)
    0 were slashed by an imp. (0/0/0)
    7 were burned by an imp. (6/1/0)
    5 were bit by a demon. (1/4/0)
    3 were eaten by a spectre. (1/2/0)
    5 were spooked by a lost soul. (0/3/2)
    2 got too close to a cacodemon. (1/0/1)
    6 were smitten by a cacodemon. (3/3/0)
    9 were punched by a revenant. (7/2/0)
    46 couldn't evade a revenant's fireball. (28/15/3)
    9 were squashed by a mancubus. (6/3/0)
    9 let an arachnotron get them. (6/3/0)
    2 were gutted by a Hell Knight. (2/0/0)
    13 were splayed by a Hell Knight. (11/2/0)
    4 were ripped open by a Baron of Hell. (1/2/1)
    2 were bruised by a Baron of Hell. (1/1/0)
    23 were incinerated by an archvile. (9/5/9)
    1 stood in awe of the spider demon. (0/1/0)
    38 were splattered by a cyberdemon. (20/13/5)
    1 was surprised by the zombie's weaponry. (0/0/1)
    1 was mauled by a Mauler Demon. (0/0/1)
    0 were charred by a pain soul. (0/0/0)
    0 were melted by a pain soul. (0/0/0)
    0 suffered psychic trauma from an aracnorb's brainwaves. (0/0/0)
    1 was perforated by an Arachnophyte. (0/0/1)
    97 couldn't dodge a destructor's rocket. (0/0/97)
    3 were terminated by the Badass Cyberdemon. (0/0/3)
    -------------------------------------------------------------------------------
    467 deaths overall. (139/191/137)
Session lasted for 6 hours and 3 minutes and ended in the 3rd rota with the last map played being MAP04. Last finished map was MAP03.

top 10 players with most deaths (deaths/joins, death ratio):

x38_ViTa_38      30/32, 93.75%
DaIcemann76      28/39, 71.79%
ErisFalling      27/32, 84.38%
SPAZ             21/33, 63.64%
fred512          18/30, 60.00%
Malfunction      17/21, 80.95%
Brutalitee       16/17, 94.12%
[b3]Marin3       14/24, 58.33%
Death_god        13/16, 81.25%
aprosekin        13/40, 32.50%

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Thanks for the stream, valkiriforce!

I wish I had been able to see the first original rotation, oh well. It looked like you guys had fun. Good to see such a huge turn out too. If there were any problems or comments worth addressing, I'd like to hear them so I can wrap the project up and put it in final release mode and get it into /idgames.

Thanks again everyone, it means a lot!

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