
MADNESS
A mostly vanilla rundown with unique twists and spins on objectives, scans, etc.
By ThyUnsus
Last updated | a month ago |
Total downloads | 1053 |
Total rating | 1 |
Categories | Rundowns |
Dependency string | ThyUnsus-MADNESS-6.9.37 |
Dependants | 0 other mods depend on this mod |
This mod requires the following mods to function

BepInEx-BepInExPack_GTFO
BepInEx pack for GTFO. Preconfigured and includes Unity Base DLLs.
Preferred version: 3.2.1







GTFOModding-AWO_Testing
Unfinished Testing Version of AWO ( including WEE, WOE [WIP] )
Preferred version: 0.999.7
ProjectZaero-Data_Sphere_Flavor_Pack
An asset bundle pack for Rundown Devs containing 8 data sphere flavors.
Preferred version: 3.2.0

GTFOModding-SecDoorTerminalInterface
(Plugin Dev Libaray) Attach Terminal to Security Door with API
Preferred version: 1.0.5

README
Behold...MADNESS!
This rundown has been designed to provide a mostly vanilla experience while still providing unique twists on objective types. There are currently 8 expeditions spanning A-tier to B-tier (with many more to come!), each designed to gradually introduce the player to new mechanics so the later levels can elevate them to insane degrees. Each tier will more or less get progressively more difficult the further you explore.
MADNESS is mostly made for enjoyment and not for the story, but perhaps you may find some story elements the further you descend. While this rundown does not delve into the deep side of the modding scene (custom enemies/guns and the like), there are a few non-standard mechanics present as you make your descent.
FEATURES:
New Alarm Modifiers/Classifcations
- 5+ new Alarm modifiers for added flavor
- An entirely new Alarm type that provides a unique experience to scanning
Current Expeditions
- 3 A-tier levels
- 5 B-tier levels
- 3 C-tier levels
Custom Progression
- Levels unlock based on progression through the rundown
- Perhaps some other things too
Voice Acting
- Featuring myself. It probably sounds bad...but I did it
WEAPON/TOOL CHANGES:
Heavy SMG
- Moved to the Special Weapon category
- Increased Clip Size from 33 to 40
- Increased Ammo Capacity (40+160 MAX)
- Massively increased damage
- Increased reload time from 1.55s to 1.75s
- Increased shot delay from 0.087 to 0.105
Bullpup Rifle
- Decreased Reload Time from 2.1s to 1.87s
FUTURE ROADMAP
C-TIER
- C4-C6 (currently undergoing small QOL adjustments and will be released shortly)
D-TIER
- 5 Expeditions with a focus on [redacted].
E-TIER
- [redacted] Expeditions. All of the mechanics spanning the rundown incorporated into...greatness
F-TIER
- Probably only one level. But like E-tier, except I accidentally flipped it up to 11, and everyone's screaming. Constantly
SPECIAL THANKS:
- Elecjonics - For teaching me how to mod the game. And for answering my many dumb questions...oh so very many
- hirnukuono - For helping me brainstorm/debug/playtest a majority of my later levels, as well as providing me with custom plugins
- Sam D-B - For allowing me to use his custom geomorphs in several of my levels
- Bowman502, MattSciar, Samminstein and many more - Certified Playtesters and the bestest of buds
REPORTING ERRORS
- Reach out to me in the modded discord in the MADNESS playback thread. Any bugs/softlocks will be fixed.
PATCH NOTES
6.9.3
6.9.37 - HOTFIX
C3 - Overrun
- Fixed softlock if you decided to not do a Prisoner Efficiency Run (oops)
- Removed FogShift events if Reactor is completed before beginning Overload
6.9.36 - DEPENDENCY ADDITION
New Dependencies
- SecDoorTerminalInterface by GTFOModding
- EOSExt_SecDoorTerminal by Inas07
- EOSExt_Reactor by Inas07
A3 - Contaminant
- Upgraded Sector B Entrance Gate
B2 - Cryptography
- Fixed duplicating Cargo Crates
- Updated WardenObjective text
B5 - Awakening
- Fixed duplicating Neonates
- Updated WardenObjective text
- Upgraded Sector C Entrance Gate
C1 - Shutdown
- Shadow Error no longer restarts on Secondary completion
- Significantly increased Flyer error to compensate
C2 - Tether
- Moved Checkpoint from the Warp Gate to the previous zone
C3 - Overrun
- Small nerf to a certain enemy wave in Overload
- Overload progression will no longer cause ceiling scans
- Increased ScanSize of 2 certain scans to hopefully prevent sadness when playing with BOTS
- Changed the Team Scan on Overload to be a Class I F (remains non-alarmed)
- Added more hibernating enemies to Overload
- Added a Scout somewhere in Secondary
6.9.35 - PATCH
B2 - Cryptography
- Added slightly more Ammo to the level
C1 - Shutdown
- Fixed potential Progression issue if CellDoor is not interacted with before insertion
C3 - Overrun
- Extraction Scan speed is no longer pointlessly slow
- Adjusted Enemy Spawning
- Fixed several WardenIntel messages that were incorrectly formatted
- Fixed Progression popup not popping up
6.9.34 - HOTFIX
C1 - Shutdown
- Repositioned the checkpoint due to Vanilla bug issues
6.9.33 - PATCH
Scan Adjustments
Class U
- Changed to be Classification 'E'
- Updated the log file in A3 - Contamination to match the change
B2 - Cryptography
- Changed the Class V M U to a Class VI E
B3 - Identity
- Added ProgressionText on the entry to Z137 to provide better guidance
C3 - Overrun
- Slightly adjusted how the Fog shifts during Overload
6.9.32 - HOTFIX
C1 - Shutdown
- Slightly nerfed the Class VI
- Edited DoorText on Z385 SecDoor to better match Objective Progression
6.9.31 - HOTFIX
C1 - Shutdown
- Hotfix for potential softlock in Main
- Fixed mismatch of ObjectiveText in Secondary
6.9.3 - C-TIER DEBUT
New Levels Released!
C-tier has finally made its debut!
- Now available: C1 - Shutdown
- Now available: C2 - Tether
- Now available: C3 - Overrun
- (C4-C6 are WIP and will be released at a later date)
Weapon Changes
Heavy SMG
- Nerfed Ammo Capacity (40+200 -> 40+160)
- Nerfed Rate of Fire (0.078 -> 0.105)
B2 - Cryptography
- Fixed a missing Progression popup
B3 - Identity
- Removed 2 unnecessary scans from security doors
- Increased difficulty of extract waves
- Increased difficulty of blood door to better match the Class III alternative
- Also added a Cell req. to the above to ensure only 1 door may be chosen
6.9.2
6.9.2 - PATCH
A3 - Contaminant
- Workshopped some Warden Intel/Progression
- Added slightly more resources to Zone 61
B1 - Triangulation
- Workshopped some Warden Intel/Progression
- Added slightly more resources across the filler zones between Uplinks
- Fixed Events misfiring on the Class II R Alarm
B3 - Identity
- Changed the Class IV Cluster to a Class IV Distant on the door to Zone 184
6.9.1
6.9.1 - PATCH
Scan Adjustments
- Modifier 'F' scans with full team requirements now actually require all team members to be present
- Class 'R' scans now have distinct colors/text
A1 - Basis
- Workshopped some Warden Intel
A2 - Elevation
- Adjusted Fog visibility in Secondary
- Adjusted Fog infection rate in Secondary
- Slightly more resources in Secondary objective zone
- Removed/Adjusted text for certain doors/Warden Intel
A3 - Contaminant
- Rewrote the intel provided for Class 'R' scans on the log file
6.9.0
6.9.0 - RELEASE
- Rundown release!
Available versions
Please note that the install buttons only work if you have compatible client software installed, such as the Thunderstore Mod Manager. Otherwise use the zip download links instead.
Upload date | Version number | Downloads | Download link | |
---|---|---|---|---|
2023-11-5 | 6.9.37 | 123 | Version 6.9.37 | Install |
2023-11-4 | 6.9.36 | 51 | Version 6.9.36 | Install |
2023-11-2 | 6.9.35 | 88 | Version 6.9.35 | Install |
2023-10-28 | 6.9.34 | 53 | Version 6.9.34 | Install |
2023-10-28 | 6.9.33 | 32 | Version 6.9.33 | Install |
2023-10-25 | 6.9.32 | 53 | Version 6.9.32 | Install |
2023-10-24 | 6.9.31 | 60 | Version 6.9.31 | Install |
2023-10-23 | 6.9.3 | 37 | Version 6.9.3 | Install |
2023-10-22 | 6.9.2 | 275 | Version 6.9.2 | Install |
2023-10-18 | 6.9.1 | 82 | Version 6.9.1 | Install |
2023-10-15 | 6.9.0 | 199 | Version 6.9.0 | Install |