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Last Man Standing Coop Multiplatform (Beta 0.35)
Filename: lms_beta035.zip

Date Added:
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89.19 MB
Beta 0.35
Platinum Arts
DOOM 3 Update 1.3
Hosted Mods > Beta Releases

Average User Rating: 8
Number of Votes: 39
Related Files:
Latest 5 Hosted Mods > Beta Releases:
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- Classic DOOM 3 for Windows (0.56)
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- Last Man Standing Coop Multiplatform (Beta 0.3)

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Last Man Standing Coop Multiplatform (Beta 0.35) - File Description  

  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!

IMPORTANT UPDATE: There is a slight error in our file that cycles the maps for the LMS Mod gametype. To correct the error, please download the mapcycle.scriptcfg here:
http://lms.d3files.com/mapcycle.scriptcfg and put the file in your Doom3/lms_beta035 folder. Sorry for this inconvenience.

More than just a compatability with 1.3 release, here are some of the key features we included! Check them out!

-SP Coop is now beatable because the soulcube is fully working
-prog_hangar tweaked and much more playable
-kf_loading_dock recieved some heavy gameplay tweaks that I'm really proud of. Check out the cameo that I included!
-kf_lockedin recieved some heavy gameplay tweaks as well, including new waves.
-LMS chaingun is fixed (overheating removed)
-kf_ancientruins now included.
-kf_tunnel included again
-Lots of various bugfixes, check the readme for more info

Take care and see you on the servers!
PS Please unzip the file in your Doom3/ directory to play!

  NOTE: This file has become outdated and there's a newer / better version available.
  You can still get this file but we suggest you have a look at the NEW / UPDATED VERSION first!

Last Man Standing Coop Multiplatform (Beta 0.35) - Screenshots  
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Last Man Standing Coop Multiplatform (Beta 0.35) - File Download Options  

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Last Man Standing Coop Multiplatform (Beta 0.35) - Readme  
Readme File:

This release requires the 1.3 Doom 3 Patch!!

Also feel free to reportbugs at:

Doom 3 Coop Mod Last Man Standing
Version Beta 0.35
irc.gamesurge.net channel #lms-mod
Join our newsletter at:
Mod Database Page:

You can either use the installer or use the archive that is provided. To use the archive, put it in the doom3 folder (not the base folder) and unzip the archive. After using the installer or archive, load up doom 3, hit the mods button, and select Last Man Standing Beta 0.3 from the list. You should now be ready to kick some horde ass, enjoy.

Performance Suggestions:
If you are getting a lot of lag there are a few things you can do to improve gameplay.
1) Turn off shadows (under advanced in options -> system)
2) Lower the doom 3 video quality level in options -> system
3) Defrag your hard drive
4) Update video drivers
5) Reduce the number of other programs running

Beta 0.35 Feature List:

Main features are many bug fixes, including the ability to now properly use the soulcube, compatability with the 1.3 patch (which means ROE players can now play without having use workarounds)and several maps have gotten gameplay tweaks.


- Problem with areakeypad.gui that would select a number multiple times with one mouse click.
- Invert mouse option in main menu was not working.
- The timelimit was shown in the scoreboard in SP COOP.
- Hell1: The clients would see the first set of seekers that appear but their lights are not visible. When the first set of seekers are killed, the clients do not see them at all. (Note: Seekers becoming invisible was fixed, not their lights not appearing. Still working on that one).
- The sentry bots did not always function properly.
- mars_city2: There is a video terminal that has a voice saying 'Video Uplink Requested'. When you approached the screen you would hear that the video has started but the voice would continue to say 'Video Uplink Requested'.
- Purple lights on delta1
- pda bug: when you are at a spot where a pda spawns, and you are already inside the pda, and pick it up, you couldn't leave your pda ... its just keeps reopening over and over again.
- Soulcube was not working (The final boss in SP COOP couldn't be killed). Soulcube is fully functional for the clients, including hud icon and sound.
- Got warning unknown classname 'lms_plasmathrower' on 'weapon_lms_plasmathrower_1' and 'weapon_lms_plasmathrower_2' on the map prog_hangar.
- Problem on mc_underground: The first door closed on the second player joining, no way to get out of elevator.
- Monsters sometimes did not attack the player
- Hellhole: Vote for nextMap caused the server to crash since it can't find a target_endlevel or there is none in the map.

- Widened the textbox showing the player name in main menu.
- MOTD cvar to be displayed for 5 seconds on client connect.
- Removed the feature that lets you steal weapon by punching a player
- On server: Removed this debug message from script on map with tram: 'lift_station name: lift_spot_XX'
- Overheating was removed
- Added support for up to 8 players in the scoreboard and on the frag info for all players on the HUD
- Shortened the amount of text printed by net_debugReliableMessages. 'REL MSG: <entity name> sending event <number>'

prog_hangar - Timbobsteve, minor gameplay tweaks by Hobbes
prog_kaiser1 (Omega Anomaly) - Kaiser
def_fortcomp - Calimer
def_kaiser3 (Onslaught)- Kaiser
kf_ancient_ruins - Agent Spork
kf_bunker - MercyKiller
kf_chambers - MercyKiller
kf_commandoattack - Spawn-FT, minor gameplay tweaks by Kaiser
kf_kaiser2 (Human Disposal) - Kaiser
kf_labyrinth - B33rman, minor gameplay tweaks by Hobbes (still very much WIP)
kf_loading_dock - B33rman, heavy gameplay tweaks by calimer
kf_lockedin - Timbobsteve, heavy gameplay tweaks by Hobbes
kf_trapped - Timbobsteve
kf_tunnel - MercyKiller


Neurosphere -- www.neurosphere.it

Lost Angel's Last Flight
We Just do as we Want
The Bonestorm
Last Man Standing

Skaven -- http://www.futurecrew.com/skaven/

They Crave
Cannon Angel
Past The Chase


None used yet, will be in 0.4

The Mod Team:

AO - Coding
B33Rman - Mapping, Scripting, FX
BurN - Webmaster, Graphics
Calimer - Project leader, Public relations, Mapping
Hobbes - Quality Assurance, Map Tweaking, Code Tweaking
Iten - Coding
Kaiser - Mapping
MercyKiller - Mapping


Agent Spork - Mapping
Altheus Stone - 3D Modeling, Art Direction
Danamo - Graphics, 3d Modelling
Nicemice - Use of OpenCoop Code and coding advice
Nocturn - Music
Revility - 3D Modelling (DB shotgun)
Sgt. Commander Neurosphere - Music and Sound
Skaven - Music
SirVentolin - Offerred some lag advice
Spawn-FT - Mapping
Timbobsteve - Mapping, Scripting
TopGunSF - Weapon Scripting

Beta Testers:

Altheus Stone - Beta Testing, Art Direction
XxLaVaxX - Beta Testing, misc help

Other Credits:

XxLaVaxX - I really want to thank Lava for always taking time to help test the maps, and giving back excellent feedback. Thanks buddy!

Nicemice - A special thanks to Nicemice for all of his help with the coop code and for letting us use his source code. Our SP Coop gametype was largely based off of his Open Coop mod. We really appreciate all of your help, and it is always nice to see you stop by our irc channel. Check out Nicemice's opencoop at http://opencoop.doom3maps.org/

Revility - Revility graciously donated the double barrel shotgun! He did the modeling, texturing and animations. Thank you so much Revility! The gun turned out way better than I could of ever imagined!

Bluehair - I'd also like to give a special thanks to Bluehair of d3files.com He has been a huge help to the mod with all of his constant support with posting our news and files, and other mod related help. Your assistance is as always, greatly appreciated ;D

Brian Harris - Thank you as well Brian Harris for your part in helping Beerman with Infrared vision among other things. We really appreciate your prompt and informative assistance, thanks!

We would like to extend a special thanks to the Doom 3 Community for your continuing support.

We would also like to thank Id software for making the kick ass game that started it all: DooM.

Personal messages from the team (In alphabetical order):


For this release we have done a whole lot of bugfixes. Not as much new features as I would like, but one cool feature is full 8 player support with updated scoreboard to support it. Also you need the new doom 3 patch 1.3 to play. The release does of course come with all the bugfixes and network improvements introduced in patch 1.2 and 1.3. Hope you all enjoy this release, we'll get cranckin' on the next release!


I'm really excited about this release for a bunch of reasons. First, you'll finally see some more mapping content from me with the fixes I did to beerman's map KF Loading Dock. There is still more I could do with that map but I'm pretty happy with the results. Also hobbes has been kicking major ass this release and made it possible for SP Coop to finally be beaten since the soulcube works. Also he fixed up other SP and LMS maps and did a great job in doing so. In addition, thanks Kaiser for making the custom sarge. Also AO has made quite a few bug fixes, so this release is definitely a good one. I hope you enjoy it!


I am very excited about this release. There are coding improvements and map tweaks for both LMS and SP COOP. The soulcube is now working so you and your buddies can go after the cyberdemon on the final level. Some improvements have been made to the pda's also. Have fun saving Mars from the onslaught of monsters.


Well, Iyou're not gonna see new content from me this release, but AO and Hobbes have done a kickass job on a whole bunch of stuff, so props go to them for all the great work they did.

Final note:

I hope you enjoy our beta and please feel free to contact us about any problems you have, whether you like it or dislike it, anything. We'd really like to hear from you. Take care.

irc.gamesurge.net channel #lms-mod
Join our newsletter at:
Our Mod Database Page

Last Man Standing Coop Multiplatform (Beta 0.35) - User Comments  
The following comments are owned by the user that posted them. Doom 3 Files is not responsible for their content.

Total comments: 4 | Last comment: 07-10-2005 at 00:31

 #1 - 05-27-2005 at 08:56
Joined: October 9th, 2004
Posts: 865
would love to play this on my Mac... still doesn't work frown

 #2 - 05-27-2005 at 09:13
Joined: January 19th, 2005
Posts: 89
That's because of the custom dll and so files. No one on the team has a mac, and currently we're not ready to release the source code for LMS to someone who does (i.e not a team member) so they can compile a mac library. However, getting this to work on macs is something we would like to do for future releases.

 #3 - 05-31-2005 at 21:07
Joined: December 27th, 2004
Posts: 47
Just so you know I am looking into seeing what I can do about compiling a mac binary on linux. According to some info I have come across I can using gcc but not quite sure completely how to do it. If you or any other mac users have any info that could help me out please let me know. If I do get a binary out I'll be making a news annoucement and hopefully some of you mac users can help test it. Take care.

 #4 - 07-10-2005 at 00:31
Joined: June 11th, 2005
Posts: 6
This would be nice if it would work on my Mac, not that it matters because my CD Key is screwed up and I can't use Multiplayer

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