ReturnToBase
Find a way home through the monsters, Return To Base. This is a Story Driven Rundown.
| Date uploaded | 2 months ago |
| Version | 1.0.0 |
| Download link | masterchief00099-ReturnToBase-1.0.0.zip |
| Downloads | 35 |
| Dependency string | masterchief00099-ReturnToBase-1.0.0 |
This mod requires the following mods to function
BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.2TheDoggyDoge-Glowsticks_Plus
A pack containing 8 Custom Glowstick colors for use in rundown development, and a glowstick upgrade
Preferred version: 1.0.1Inas07-EOSExt_LevelSpawnedSentry
Finally we have a level spawned sentry after the game is dead...
Preferred version: 1.1.3Localia-ResourceHelper
Mark all the resources you and your teammates have found.Now support ExtraResourceHelper.
Preferred version: 3.0.1GTFOModding-SentryAmmoPercentageScreen
Show Ammo Percentage of Sentry on their Screen
Preferred version: 1.0.0DacreDOLOLO-WeaponStatShower
Shows the stat of the weapons, compatible with WeaponCustomizer
Preferred version: 1.4.0Flowaria-ColoredBio
Client-side MOD: Make Bio being more colored depends on enemy state!
Preferred version: 1.1.1Dinorush-MemoryLeakFix
Fixes bugs related to objects not being cleared when they should.
Preferred version: 1.3.6Dinorush-ExtraToolCustomization
Fixes tool bugs and adds customization for Sentries and Mines.
Preferred version: 1.7.1donan3967-donan3967_geo_pack_2
Another pack of custom tiles for your rundowns
Preferred version: 1.3.2easternunit100-BetterBots
Improves the logic of the bots and makes them more reliable in combat.
Preferred version: 0.2.3food-BiotrackerEnemyCount
Shows the number of taggable/detected enemies in biotracker range
Preferred version: 0.3.0long_walter-MeleeTimer
Shows the max duration you can hold a full melee charge.
Preferred version: 0.0.2Inas07-EOSExt_SecuritySensor
Configurable Security Sensor and Movable Sensor. Now added with text / color customization
Preferred version: 1.1.7JarheadHME-YeetArtifactHeat
Smol plugin that hides artifact heat text on rundown screen
Preferred version: 1.2.1JarheadHME-TerminalQueryAPI
Adds an API for plugin devs to make custom objects Queryable
Preferred version: 1.1.0JarheadHME-ActuallyUsableShuttleboxes
Allows Rundown Developers to place Shuttleboxes (aka Dumbwaiters, like from R7B1, R8E1, and R8E2) and give them a number of possible features
Preferred version: 1.1.1Amorously-WaveRoarFix
Enables the unused Snatcher, Immortal, Nightmare Striker, and Nightmare Shooter distant wave roars
Preferred version: 1.0.3Dinorush-ItemSpawnFix
[Required by All] Fixes items and resources failing to spawn.
Preferred version: 1.2.3HazardousMonkey-Informative_Door_Icons
Adds visual QoL to the various types of door icons on the map. Key-to-Door color matching, locks, bug fixes, etc.
Preferred version: 1.3.2Inas07-EOSExt_DimensionWarp
Warp in reality. Warp and split up players into 2 zones, or even dimensions.
Preferred version: 1.0.1Dinorush-MTFO_Extension_Scans
Adds additional fields to MTFO custom chained puzzles.
Preferred version: 1.1.0GTFOModding-BetterMaps
Reduce the blur and Remove most of inaccessible area from map
Preferred version: 1.1.0hirnukuono-AdvancedWardenObjective
A modern fork of Flowaria's AdvancedWardenObjective (AWO). Now with 50+ warden events!
Preferred version: 2.5.2Amorously-AdditionalRundownAdvancements
Adds several new features to your rundown and levels (EARLY ACCESS)
Preferred version: 0.2.4hirnukuono-WardenIntelOhBehave
Attempts to fix the disappearing WardenIntel
Preferred version: 0.0.1hirnukuono-EEC_H
A modern fork of Flowaria's ExtraEnemyCustomization (EEC), with a few fixes, tweaks, and additions
Preferred version: 1.8.25Dinorush-EnemyAnimationFix
Fixes several enemy bugs for both clients and host.
Preferred version: 1.4.6Panthr75-CustomMenuBarButtons
API for Plugin Devs to add buttons to the top menu bar
Preferred version: 0.1.1Brandonious-Dangerous_Big_Pickups
[For Rundown Devs] Because why wouldn't you want to take damage while holding a datasphere!
Preferred version: 1.1.2Red_Leicester_Cheese-ExtraRundownCustomisation
Customise your Rundown (Extra edition)
Preferred version: 1.0.2Frog-GearPartCustomization
Modify the position, rotation, and scale of gear parts
Preferred version: 1.3.3Dinorush-ForcedConsumableSpawns
Allows rundown developers to guarantee specific consumable spawns or mix big pickup spawns.
Preferred version: 1.1.0README
Return To Base
A Story Focused, Vanilla(ish) focused, set of levels. Each one containing a theme and/or gimmick! This is the first set of levels I have made, and I plan on adding more in the future! I feel proud and confident enough in what I have so far to publically release it to the world.
Brief Intro: You are a low-level grunt team deployed to secure an Anomaly that has destroyed part of the facility you work in. Other, more equipped, teams have been deployed before-hand. But have went MIA. This is where your team is sent in. You are only given the bare minimum. Enough expensive extents have been made, surely nothing can go wrong?
Levels
Current Expeditions
- 1 Intro level
- 2 A tier levels
- 2 B tier levels
- 2 C tier levels
- 2 D tier levels
Levels go in order of number, not necessarily by Letter-grade tier.
Future Plans
- Rundown 2
- Rundown 3
- Rundown 4 (?)
- Bonus Levels Post-release
What is new?
- New Security Scan types!
- A few new enemy variants / new Scout type
- Special Security Requirements tied to specific levels
- All weapons are visually different than the Vanilla Counterparts, however they are exactly the same stat-wise
- A short micro-progression from the first few levels, up until D:5 where everything is unlocked!
Special Thanks!
MTFO Discord
- In general helping answer questions about the hoops you have to go through to mod the game
Amorously, Hirnukuono, Dinorush, Others
- Helping me in the earlystages throughout with learning how this stuff works
Hirnukuono, GlaciusVerglas, Jextbi1, Bakiri, SneakyBoxFox(Sneakers), DarkHornet17, CallinCallwhen
- Playtesting and feedback about levels, and how fun they felt to play.
Feedback
Leave a message in the Modding Discord Feedback Threads or leave me a Direct Message @Masterchief00099.
If you want to stream/post videos about my rundown, I would absolutely love to watch them! It would bring me great joy :3
CHANGELOG
Patch Notes
This DOES contain spoilers, you have been warned!
v2.0.2: Rundown 1 & 2 Level Tweaks
R1: B:7
- Added a Checkpoint to the Overload Door
R1: D:9
- Increased Resources across multiple zones
- Increased Timer on Secondary from 13 Minutes -> 16 Minutes
R2: C1:I-3
- Increased a few resources in the Reactor Room
v2.0.1: Level and Weapon Tweaks
Rundown 2: C1
- Resource Quantities in the Reactor and Reactor Code sub-areas have been increased.
- Sequence 5/5 has the last wave at 85% (BBC's and Chargers) entirely removed.
- Reactor Melt Down timer has been increased from 15 -> 20 minutes.
Rundown 2: D1
- Changed a few settings for the options to progress. Class III S alarm -> Class III S scan (no alarm): Except for the ALPHA and OVLD option which are alarmed
- Increased resource quantities in the Disinfection Zone, and Zone 2
Weapons
- Sniper Damage: 40 -> 45 & Pierce of +1 enemy
- Chokemod: Fixed it so that it actually pierces +1 enemy
- Heavy AR: 5 -> 6 damage & Magazine increased 30 -> 40
- Slug Shotgun: Pierce +2 enemies
- HighCal: Damage 30 -> 35
v2.0.0: Initial R2 Release
Rundown 2: 4/16 Levels Released!
Hooray! Yippie! More of Rundown 2 to come (And likely balance)
v1.0.8: Small Changes
L4, L7, L8, and L9 (Main Dimension)
- Increased Ammo and a few other resources across the levels.
L4 Changes
- Changed the Wave Spawning direction to always come from the Entrance Elevator direction
L9 Changes
- Made it so that the Zone 8 Door (Last zone for the Main Objective Terminal) is locked behind deactivating
the Alarm started from Zone 5 Security Door
R2L1
- It's still not ready yet, I also forgot to change the display information because it's still not ready (yet)
You can still go into the level, but it is clearly marked as a WIP still and there's no objective set.
v1.0.7: Small Fixes and small changes
L9 Fixes and changes
- Thanks to Hirnukuono: Removed some *slight* cheese involved with the Deactivate Alarms.
Once you open the Checkpoint (Zone 4 Door), the Deactivate Alarm commands from Zone 2 and
Zone 3 (If they're still there) are removed.
- Fixed the Ending screen if you escape to the new dimension. Wasn't working exactly previously
- Fixed issue where if you went Main after Main Objective complete that it actually counted as a completion
- Fixed the Ending screen if you went main and got exploded at the end
- Changed the activation of the Secondary Objective to close Zone 9 and Zone 4, while re-opening Zone 5 for funneling
- Added a few more resources throughout the Secondary :3 (just in case you need it)
v1.0.6: Small Changes
L3 Changes
- Reduced the amount of Scouts patrolling in each zone. (Ending zone had 14 -> 9. Goes increasing: 4, 5, 6, 7, 9)
L8 Changes
- Reduced the amount of hibernating enemies in the Storage Room
- Reduced amount of resources in Storage Room
- Added a Nav Marker for the Main Terminal in the Timed Sequence, after opening the Apex Door
v1.0.5: Small Fix
L1
Hopefully fixed an issue where players would not all be teleported to the Evil Dimension after transporting MWP
L9
Hopefully fixed an issue where players would not all be teleported to the Evil Dimension after collecting MWP
General
Removed the "Double guns" effect for all missions. Rundown 2 Guns will only appear in, Rundown 2
v1.0.4: More Level and Puzzle Changes, Fixes, and a few Additions
L9 Changes, Fixes, and Additions
- You're given a "Find an Escape" message during the Secondary Adventure
- Correct MWP to pickup at the end of Secondary has been labeled as 'active'
- Surely by now the Betray text won't appear BEFORE it happens bleh
- You can actually beat the level after Warping (Apparently I never correctly added the right command)
- Added a few resources here, removed a few resources there between all zones (I can't be assed to remember)
- After unlocking the elevator zone in Dimension 1, a new tank is spawned and is very pissed.
- Main Layout: Zone 2 Door has been changed from type 6 to type 8 (Large team scan)
- Main Layout: Zone 5 Door has been turned into a Mixed scan type, with a medium S and large S scan
- Main Layout: Zone Door 6 and 7 have been changed from type 8 to type 20 (Very Large Team scan)
- Main Layout: Zone 8 Door has been changed from Eror Class IV Exponential -> Eror Class VI Exponential
- Secondary Layout: Zone 4 Eror Class II S Surge has been changed to both type 32 scans instead of 14 and 32.
- Secondary Layout: Zone 0 Class II surge and Zone 1 Class III surge alarms are now just fully type 8 scans.
- Dim 1 Main Layout: Added a Class IV Alarm to enter Zone 2 with only Chargers.
v1.0.3: I made an oopsie lmao
Oopsie!
- I had a typo in the Text DataBlock and it ruined a lot of things lol
L3 Fix
- Maintenance Log command was too long to read the log lol
L8 Change
- Added a red marker for the data extractor and noted to complete download scans before proceeding
L9 Change
- Added just a few more resources in Zone_9 Storage
v1.0.2: Multiple Level Reworks/Fixes
New Additions.
- Added a Secret :3
L4 Changes
- The ending Shadow error alarm after HSU DNA sample has been marked as an Error alarm
and spawn settings increased 2 -> 3 rooms away
L5 Changes
- Wave 9 and Wave 10 have had a reduction in the amount of waves that spawn for each one.
- Queued Waves of enemies are stopped after the Reactor Sequence is completed.
L6 Fixes/Changes
Local Index Zone_7 geo causing issue making the Splines for the S and P alarms just not work properly
- Security Scan VI P and Medium S alarm have fixed points to counter Spline issue
(P alarm stays along the top, while the S alarm immediately spawns at the bottom like the T alarm)
- Zone_9 (The second Medium S Alarm) Also has a fixed forwards position inside the fog :P
L7 Changes
- The Error Alarm at the end of the Overload Objective has a reduction from 300 seconds -> 180 Seconds
v1.0.1: Level and Scan updates
L9 Patches
- Main Layout: Reduced the amount of resources across all of the Sector (Especially the Storage Zone).
- Main Objective Fix: Fixed a minor error where the objective update happens too fast before the Security Door close procedure starts
- Main Objective Update: If players do not go secondary and try to escape, you will still win upon death.
- Secondary Layout: Added more enemies in the later Zones, increased the amount of resources marginally,
Added a Hybrid Scout in every zone instead of just some Zones (Even the last zone).
- Secondary Objective Update 1: Modified Secondary Door start- Countdown to Detonation starts immediately instead of when the door opens
- Secondary Objective Update 2: Countdown Detonation timer from 20 min -> 12 min
- Secondary Scans:
Class II Surge Alarm: All [type 6 -> type 8]
Class III Surge Alarm: Scan 2 [type 6 -> type 8]
Error Class V P Alarm --> Class V Surge P Alarm
Class II Surge S Alarm --> //:ER0R Class II Surge S Alarm: Scan 2 [type 14 -> type 32]
- Surge Alarm Modifications (For all the surge alarms in the Secondary): 8 Second Spawn between waves -> 6 Second Spawn between waves
- Dimension 2 LevelLayout: Added a few Spitters in the Elevator Entrance, Added more Chargers.
- Dimension 2 Fix: Objective update misplaced in the wrong zone, corrected/removed.
- Dimension 2 Update 1: Added more respawn sacks (Though they don't do anything (for now)).
v1.0.0: Initial Release
Rundown Released!
Hooray! Yippie!