L4D2 Random Config
Random Chompski

Manual

Manual for: Random Config 1.0

by Tabun
steam profile: Tabbernaut external link

Commands

in chat in console function
!rand sm_rand Displays information about the current round. It will tell you when survivor glows are disabled, how many incaps before dying (if non-default), whether there is a special event, whether the map has harder pathing, et cetera.
!damage sm_damage Shows you the current damage done to survivors, the damage bonus and the gnome bonus for this round.
Note: !health works too.
!bonus sm_bonus Shows you the current special event bonus or penalty on rounds that have special events that change scoring. This only has effect on rounds that have alternative or additional scoring.
Not to be confused with !damage.
!drop # sm_drop # If no argument is given, drops your currently active weapon or item to the ground. If the argument is a number (1-5), drops the item in that slot (1 = primary weapon, ..., 5 = pills/adrenaline).
Particularly useful for the "encumbered" special event.
This only works for living survivors that are not incapacitated.
!info sm_info Displays brief information about Random in chat/console. Nothing that you can't find in more detail on this website.
!eventinfo # sm_eventinfo # Displays brief information about the current event. If an argument (event number) is supplied, gives info about that event. Nothing that you can't find in more detail on this website.
!teamshuffle sm_teamshuffle Votes to shuffle the teams randomly. If both teams are full, only the players presently on teams are used. Otherwise, spectators can be selected too. Both sides must accept by using this command. It only works during the ready-up phase. Admins can force a team shuffle with !forceteamshuffle.
!event # sm_event # Votes for a special event to feature next round. Argument is a number from 1 to [max number of events]. The other team must accept by typing "!event" and can decline by typing "!event no". Events can be repicked without limit. Admins can force an event to appear with !forceevent #.
Note that the event will take place next round, it cannot be set instantly.
Also note that not all events are suited for all rounds. Use at your own risk.
!gameevent # sm_gameevent # Votes for a special event to feature every round. The current round will be restarted with the chosen event active. Argument is a number from 1 to [max number of events]. The other team must accept by typing "!gameevent" and can decline by typing "!gameevent no". Admins can force an event to appear with !forcegameevent #.
Note that not all events are suited for all rounds. Use at your own risk.

Scoring

Distance scoring works like normal vanilla versus, except that there is a small random variation in how many points a map's distance is worth.

On top of that comes a damage bonus if survivors make it to the saferoom. It works as follows: if survivors take no damage at all, they receive the entire bonus (which is, with some random variation, close to the distance score for a map); if they receive 800 damage or more, they receive no bonus. Any damage in between reduces the bonus in a linear fashion, so taking 400 damage in total would mean they receive half the announced damage bonus.

Then there is the Gnome bonus, which is actually a gnome or cola bonus: if survivors manage to bring gnomes or cola packs to the end saferoom (or if they hold it in the escape vehicle), they get bonus points for each.

The value of each gnome varies with the distance it needs to be brought to the saferoom. A gnome brought from the start will be worth about 25% of the full distance points; if you bring one that's very close to the end saferoom it will not be worth many points at all. The actual worth of a gnome or cola pack is displayed to you when you pick it up.

Finally, there may be additional or alternative scoring due to a special event. Penalty or bonus events give or deduct points for survivors even if they do not make it to the end saferoom. If this is the case, it will be announced when the round starts, or whenever you use the "!rand" command.

Sack Protection

"Sack protection" is there to prevent players from abusing the Random special infected spawns. Without protection, players could "save up" chargers, smokers and quad-caps too easily. With Random's fast spawn timers, that would result in both rather unrandom and way too powerful attacks.

With sack protection, keeping spawns loses some of its usefulness. Whenever someone keeps a spawn through a full attack, the next attack's setup will be limited in the following ways:

  • There will not be more than one charger
  • There will not be more than two smokers
  • There will be at least one support class (so no quad-caps) *

(* unless a special event enforces it.)

You get the best chances of (exceptionally) good attack setups by going in and dying together. The above measures were designed to prevent the stacking-problem while still making it a strategically valid choice to keep chargers or smokers for upcoming choke-points, for instance.

Anyone responsible for triggering sack protection several times will be notified of this, because they might not have been so wise as to read this manual.

Boomer Combos

A boomer combo is when more than one boomer vomits on different survivors within a small timeframe. To get an N-combo, N+ different survivors must each be boomed by N different boomers. So if boomer A booms Nick, and Boomer B booms Ellis and Coach, this is a 2-combo. If each of the survivors gets boomed separately by a different boomer — so you need 4 boomers for this, and they must all boom exactly 1 survivor — you get a 4-combo. Booms must happen within 10 seconds of eachother in order to count as part of a combo.

Combo's have the following effects:

2-boom combo Spawns extra clowns, construction workers and mudmen
3-boom combo Spawns extra riot cops
4-boom combo Starts double panic event!

In addition, any 2+ boomer combo results in two-thirds of pipebombs being duds for 10 seconds.

Note: double-booming a single survivor does nothing and does not count towards a combo (it's an annoying technical thing: the game does not register this happening).

Random Gifts

The green-and-yellow gifts that can be found occasionally can be opened by survivors. To open it, get close to it and press and hold the USE button. A progress bar will appear. When it is full, a gift effect will trigger.

Gift effects are random per gift and can differ for each survivor round. They can be good for survivors or bad, but they have a higher chance (63%) of being useful for survivors. Be careful when you've got low health...

Locked Doors

Some doors may be randomly locked each map. These will be the same for both teams. There are no keys, so locked doors will have to be broken somehow. You can break doors with melee weapons, explosions or by letting infected break them for you.

Alternative Pathing

Some maps have alternative paths or other changes, that may be randomly enabled (same for both teams). The following maps have alternative paths:

c1m3 forced through lower route (like in campaign mode), harder final area
c2m4 blocked a few paths at start and before barns area
c3m3 a few of the fastest paths blocked
c3m4 forced through house at start, roadblock in village
c4m1 blocked path near garage sale, filled up road with vehicles
c4m4 Stabby's car alarm event near the end
c5m1 path forced halfway, with added point of no return
c5m3 different cemetery maze versions, made house with hole in floor a one-way drop
c5m4 forced pathing near end of map through side rooms
c8m1 forced long way around the map
c8m4 harder pathing near reception area
c10m2 blocked routes near start and after event
c10m4 added a bunch of obstructions in first parts of map
c11m4 a number of small detours and spawn cover
c12m2 forced some longer routes, added spawn cover
c12m4 route change around railtrack warehouse
c12m5 many cornfield changes