WhoDunIt - Combat Overhaul (r81 released)

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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WhoDunIt - Combat Overhaul (r81 released)

#1

Post by Conflagrated » Mon Jun 16, 2014 4:40 am

It's been nearly two years without an official update to WhoDunit.

While the developers moved onto other projects far removed from the Doom community; We checked in now and then to see how it fared.
Countless patches and additions from the community, a still lively playerbase, and an accolade to top it off; We're elated with how WDI turned out -- despite extremely hacky implementations and infuriating quirks in the game logic.

But we're not satisfied. (or at the very least this guy isn't)

The one thing we always felt was weak with WDI was how combat was handled.
At the time we used what tools were available to us; Pushing melee combat into pinpoint hitscan attacks that felt way too precise for what should be an inexperienced person swinging a two-by-four around.
This implementation also meant that any latency would result in a miss - placing players across the ocean at a significant disadvantage.

So we're back for WDI's Combat Overhaul!

With this patch, we're looking to improve:
  • Overhauled melee and movement mechanics that don't rely on 'snapping' players to each other.
  • Improving or implementing counters to mechanics that remove control from players.
  • Granting more flexibility to all players.
  • Tweaking health mechanics significantly to prevent 'resource races'.
  • Adding a smart-spawn system for items that'll resupply (or starve) the map of resources based on how the game is playing out.
  • Minor changes to scoring.
Of course we're not happy with just a balance patch; We're also adding:
  • New toys for the murderer for greater crowd control.
  • Tweaks to current maps for improved gameplay.
  • At least one new map: Station 13!
  • New HUD. (Old one will still be available for clientside use)
While a lot of this stuff is still being tested, I can't say much about what we're specifically adding/changing until later on.
What I know for certain is that the following changes are a shoe-in:

Code: Select all

* WDI now requires Zandronum 2.0 because FEATURES.
* Stimpacks no longer heal 35HP instantly. Instead, they heal 10 HP instantly and 25 over 8 Seconds. 
* Stimpacks no longer respawn in murderer cubbies. 
* Players are no longer slowed down when below 20HP. 
* The M1 is being looked at for rebalancing. (No more jamming) 
* HUD spatters have had their duration reduced. 
If you folks have any feedback about what could be improved in the game: We're listening. ;)

_________
Downloads
_________
Test Version r81 - Changelog
Last edited by Conflagrated on Sat Jun 28, 2014 2:17 am, edited 1 time in total.

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RE: WhoDunIt - Combat Overhaul

#2

Post by XutaWoo » Mon Jun 16, 2014 5:20 am

Conflagrated wrote:
  • At least one new map: Station 13!
Oh dear

If you actually make that map deserving of that title then you might just kill off any other map ever.
[spoiler]Image[/spoiler]
Image

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RE: WhoDunIt - Combat Overhaul

#3

Post by Conflagrated » Mon Jun 16, 2014 5:25 am

XutaWoo wrote: Oh dear

If you actually make that map deserving of that title then you might just kill off any other map ever.
"GET DAT FUKKEN DISK"
Last edited by Conflagrated on Mon Jun 16, 2014 5:26 am, edited 1 time in total.

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RE: WhoDunIt - Combat Overhaul

#4

Post by abbuw » Mon Jun 16, 2014 5:54 am

I am curious to see what's going to be added. I can't wait.

...will the shovel's stun be brought down? I noticed the the stun of the shovel, and the recharge time are almost the same.
Last edited by abbuw on Mon Jun 16, 2014 5:56 am, edited 1 time in total.

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RE: WhoDunIt - Combat Overhaul

#5

Post by Conflagrated » Mon Jun 16, 2014 6:18 am

abbuw wrote: ...will the shovel's stun be brought down? I noticed the the stun of the shovel, and the recharge time are almost the same.
Possibly. We're looking at adding a way for players to break stuns, so we'll have to see if any tweaks to its duration are necessary.
Last edited by Conflagrated on Mon Jun 16, 2014 6:20 am, edited 1 time in total.

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RE: WhoDunIt - Combat Overhaul

#6

Post by mr fiat » Mon Jun 16, 2014 7:45 am

this is interesting, i always felt the weapons in wdi were a extreme pain to use. and one of the main reasons i stayed away from it.

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RE: WhoDunIt - Combat Overhaul

#7

Post by Cruduxy » Mon Jun 16, 2014 11:12 am

great to see you guys deciding to continue WDI.
Will you be hosting test sessions like with the final version -with or without the same testers- again?
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RE: WhoDunIt - Combat Overhaul

#8

Post by Catastrophe » Mon Jun 16, 2014 3:27 pm

Would be nice if there was another alternative to pipe/wrench.

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RE: WhoDunIt - Combat Overhaul

#9

Post by Dark-Assassin » Mon Jun 16, 2014 3:53 pm

A large or extra large Spanner/Shifter could be a nice alternative. Can't remember if there is a Sledge Hammer or Fire Axe. A wood axe would also be a nice alternative to the Fire Axe.
A power drill could be a good quiet, small chainsaw alternative. Other power tools as well.

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RE: WhoDunIt - Combat Overhaul

#10

Post by mr fiat » Mon Jun 16, 2014 4:32 pm

Dark-Assassin wrote: A large or extra large Spanner/Shifter could be a nice alternative. Can't remember if there is a Sledge Hammer or Fire Axe. A wood axe would also be a nice alternative to the Fire Axe.
A power drill could be a good quiet, small chainsaw alternative. Other power tools as well.
battery powered angle grinder maybe? X)

[spoiler]Image[/spoiler]

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RE: WhoDunIt - Combat Overhaul

#11

Post by Kaminsky » Mon Jun 16, 2014 4:38 pm

I had ideas to implement a hammer as a weapon in one of my older maps, though never completed. If any of you are interested, I could submit the necessary sprites.

As for this update, I hope that some maps that previous suffered performance issues (WDI07 and WDI13) will be fixed and be played smoothly among the general community.

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RE: WhoDunIt - Combat Overhaul

#12

Post by Conflagrated » Mon Jun 16, 2014 4:59 pm

Catastrophe wrote: Would be nice if there was another alternative to pipe/wrench.
Once we've solidified the new combat mechanics we'll start looking at adding new weapons.
The trouble is that, without switching to models, creating new sprites is tough. Even if we use rips we have to spend time to make sure they fit the rest of the weapons already in the game; Some of which are already pushing it.
Dr.Robotnik wrote: As for this update, I hope that some maps that previous suffered performance issues (WDI07 and WDI13) will be fixed and be played smoothly among the general community.
Which areas are players specifically having trouble with?
Last edited by Conflagrated on Mon Jun 16, 2014 5:03 pm, edited 1 time in total.

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RE: WhoDunIt - Combat Overhaul

#13

Post by abbuw » Mon Jun 16, 2014 5:54 pm

Conflagrated wrote: Which areas are players specifically having trouble with?
In Cradle Under The Star, the map completely bugs out, I think the portal things are causing the issues, as the floor becomes a glitchy mess.

In Echo Ridge, I get a ton of lag everywhere. I got alot of lag in the outside area, dropping my framerate to 1-2 FPS on software. The lag is less severe inside the hotel, but it's still there.

EDIT: Also, trying to run Echo Ridge offline froze up my computer for a good five minutes!
Last edited by abbuw on Mon Jun 16, 2014 6:03 pm, edited 1 time in total.

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RE: WhoDunIt - Combat Overhaul

#14

Post by Kaminsky » Mon Jun 16, 2014 7:35 pm

Conflagrated wrote:
Dr.Robotnik wrote: As for this update, I hope that some maps that previous suffered performance issues (WDI07 and WDI13) will be fixed and be played smoothly among the general community.
Which areas are players specifically having trouble with?
The elevator in WDI07 (Cradle Under the Star) has become an issue for many players, especially because the "elevator doors" do not respond well with the scripts and occasionally remain closed (possibly an issue with Boolean values for the elevator door's states). I've attempted to fix this issue, but considering that you take some credit in developing that map, I'll leave that decision up to you.

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RE: WhoDunIt - Combat Overhaul

#15

Post by Conflagrated » Mon Jun 16, 2014 9:17 pm

New damage model is amazing! Although I may have made the prototype a little overpowered.

This new system should makes it much easier for high-ping players to hit anything.

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RE: WhoDunIt - Combat Overhaul

#16

Post by W1D3A55 » Mon Jun 16, 2014 11:31 pm

mr fiat wrote:
Dark-Assassin wrote: A large or extra large Spanner/Shifter could be a nice alternative. Can't remember if there is a Sledge Hammer or Fire Axe. A wood axe would also be a nice alternative to the Fire Axe.
A power drill could be a good quiet, small chainsaw alternative. Other power tools as well.
battery powered angle grinder maybe? X)

[spoiler]Image[/spoiler]
I think i nailgun or even a hedge trimmer would be quite badass in WDI.
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RE: WhoDunIt - Combat Overhaul

#17

Post by CloudFlash » Tue Jun 17, 2014 5:36 am

How about giving murd alternative weapons? As in, one round murd gets noife, another he gets a hammer, another he gets nailgun...
I mean, it's cool that murd got his stylish knife, and stuff, but... Isn't using the same knife for years, over and over again, a bit too monotonous for him?
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RE: WhoDunIt - Combat Overhaul

#18

Post by Dark-Assassin » Tue Jun 17, 2014 5:53 am

Well, the Murderer can pick up any other weapon anyway.
Also having the knife is pretty much the most noticeable way someone is the Murderer. It's unique to him, and him only.
Last edited by Dark-Assassin on Tue Jun 17, 2014 5:53 am, edited 1 time in total.

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RE: WhoDunIt - Combat Overhaul

#19

Post by CloudFlash » Tue Jun 17, 2014 6:50 am

By 'getting another weapon' I didn't mean 'getting another weapon that anyone else can pick up and fight with'.
What I meant was 'getting another weapon that will be another unique for the murd so that gameplay would be varied and people would shit their pants every round because they wouldn't know what sort of weapon murd got this time' ._.
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RE: WhoDunIt - Combat Overhaul

#20

Post by Zeberpal » Tue Jun 17, 2014 6:57 am

It's more important to add more features for murd. How about to implement that old idea about fake death for him?

Talking about new weapons, it would be nice if you add those Hatchet and Baseball Bat from Prepper's addon into main file.
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