WhoDunIt - Combat Overhaul (r81 released)

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

#101

Post by Zeberpal » Sat Aug 23, 2014 4:04 pm

I think current dash speed is extreme hacky, and it's nearly impossible to hit someone, when he outruns.
I also not sure if highpingers would be able to make normal hits. Autoaim hits always balanced their ping disadvantage. Maybe keep "autoaim" option for highpingers somehow?
Conflagrated wrote:Players cannot sprint unless they have at least 20 stamina, breaking any slowdowns they have.
P.S Would there be a way to always keep stamina at 0? I make Clock Tower convertion, and Jennifer presses "Fire" to dash (to stick "run" animation to Fire state, besides she can't actually beat Scissorman, right?)

P.S.S
Conflagrated wrote: When the round ends, everyone's perspective is changed to that of the last player to die.
Please include something like DIEPERSPECTIVE == false, for those maps with plot endings.
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Conflagrated
 
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RE: WhoDunIt - Combat Overhaul (r81 released)

#102

Post by Conflagrated » Tue Aug 26, 2014 10:03 pm

Zeberpal wrote: I think current dash speed is extreme hacky, and it's nearly impossible to hit someone, when he outruns.
I also not sure if highpingers would be able to make normal hits. Autoaim hits always balanced their ping disadvantage. Maybe keep "autoaim" option for highpingers somehow?


The problem with that is the new melee combat is balanced around not being able to lock onto other players. Also amusing: The damage arc was designed to assist high-latency players, as it gives them more room for error.
I'll poke around in the decorate on my end and see what I can come up with - In the meantime, it might help to have some more server variety. Everything is in the UK! Where are the Australian and North American servers?
Zeberpal wrote: P.S Would there be a way to always keep stamina at 0?


Yeah that would probably feel less silly, wouldn't it? We'll have a look at it.
Zeberpal wrote: Please include something like DIEPERSPECTIVE == false, for those maps with plot endings.
You bet.

mifu
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RE: WhoDunIt - Combat Overhaul (r81 released)

#103

Post by mifu » Wed Aug 27, 2014 12:35 am

Conflagrated wrote: Where are the Australian and North American servers?
I could fix that later.

EDIT: An Aussie Server is up
Last edited by mifu on Wed Aug 27, 2014 7:20 am, edited 1 time in total.
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Riclo
 
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RE: WhoDunIt - Combat Overhaul (r81 released)

#104

Post by Riclo » Sat Nov 01, 2014 6:13 pm

Since this seems to be the main WDI thread now, I thought I'd post screenies of the map I've been working on here.

[spoiler]Image
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Image[/spoiler]

I'm hoping the map should be completed and released by mid-early of next year.

Deadon
 
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RE: WhoDunIt - Combat Overhaul (r81 released)

#105

Post by Deadon » Thu Nov 06, 2014 1:32 am

I always thought the brick needed... A boost.
I could also get some screenshots from a game with lots a melees: No More Room In Hell, and somebody could photoshop 'em into doom weapons.
One more thing, The different murderer weapon idea is.... confusing, The knife is what makes the murderer what he is, His trademark. If you take that away, he's just another Jason, wandering around killing people (Except he has a trademark too!)
ImageImage

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RE: WhoDunIt - Combat Overhaul (r81 released)

#106

Post by Deadon » Fri Nov 28, 2014 4:45 am

SOME IDEAS:
-More damage on weapons to make battles faster, They take forever.
-All weapons are slightly equal (Some do more damage while slowing you down, taking stamina, etc.)
-Making it simpler (The murderer is really complex and annoying to n00bs.)
-Changing stun (A forced turn with some disorienting effects and making it change color)
=OPTIONALS=
-Making the murderer need to blend in (Maybe taking out the sanity bar, or slowing it down?)

{BASICS}
The game needs to be more n00b friendly, The system you made to balance it is perfect, all we need is more balanced weapons so it isn't a race to guns and glory, but this is just my feelings
BTW ADD (NORTH) AMERICAN SERVERS Please!
Last edited by Deadon on Fri Nov 28, 2014 4:46 am, edited 1 time in total.
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Slim
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RE: WhoDunIt - Combat Overhaul (r81 released)

#107

Post by Slim » Fri Nov 28, 2014 6:04 am

Deadon wrote:
BTW ADD (NORTH) AMERICAN SERVERS Please!
Host it on Best Ever and poof, North America servers.
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"Your childish antics grow tiring. If you dare to fight me, then I accept your challenge: Anytime, anywhere." - Zero, Megaman X5
Spoiler: Quotes (Open)
5:54 PM - Slim: you're complaining about something so small that
5:54 PM - Lance: so? we do that all the time
5:55 PM - Lance: we're a bunch of losers complaining at a bar minus the bar
Spoiler: Galactus tried evading (Open)
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RE: WhoDunIt - Combat Overhaul (r81 released)

#108

Post by Xaser » Wed Dec 24, 2014 1:08 am

Hey folks,

Someone just linked this thread in pseudo-Doomworld IRC-land, and it's a super-cool surprise (and slight coincidence) that the mod's being worked on. A few of us have actually started making some tweaks/additions ourselves, and long story short, I've got a basically-finished "new" map of perfect normalcy:

Image
image gallery: http://imgur.com/a/AS7zw

Players of GvH/ZDoom Wars/Reelism will probably recognize the map (it's become a Xaser-tradition to convert it to a many multiplayer mods a possible, apparently :P ), but it's got a completely revamped layout and a bunch of new areas to explore (plus murderholes, secrets, etc). For those who haven't seen it, it can be summed up in 3 words: "Sanity go boom."

There's some additions and other tweaks thus far that aren't compatible with the new stuff yet (such as the baseball bat shown in the screenshot :P ) so I won't be posting it quite yet; just wanting to grab Conflagrated/Theshooter7's attention to see if we could perhaps combine efforts. A few of us in IRC have been playing a lot of WDI as of late and we've got some personal balance tweaks, etc. that we think have improved the game quite a bit. All that nonsense.

So, uh... hi folks. :P
Last edited by Xaser on Wed Dec 24, 2014 1:11 am, edited 1 time in total.

Minigunner
 
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RE: WhoDunIt - Combat Overhaul (r81 released)

#109

Post by Minigunner » Thu Dec 25, 2014 8:00 pm

Hi Xaser. :V

Anyways, there's one issue I might want to take on, and that's the terrible texture management. Namely, the fact that there are duplicate textures and (IMO) the textures aren't really organized well.

Worth noting are the palette-fucked Blood textures that got imported from god-knows-where and I'm not sure whether to import the original-paletted textures or properly recolor them (the former could make the texturing in certain maps not work well).

Also, I'm not sure how to deal with the duplicates. I could delete them (I'd have to Find+Replace every deleted duplicate for each map though) or I can import them to TEXTURES using the non-duplicate as the patch. Either way, it'll lead to some space reduction. Same with converting all the Doom-paletted graphics to standard patch format, as they compress better in PK3 than PNGs do.
Last edited by Minigunner on Thu Dec 25, 2014 8:02 pm, edited 1 time in total.
Theshooter7 wrote:Also, to all those people who stack players for exploits: I hate you. Do I really need to seal off every inch of every map to prevent you from getting to places you shouldn't?

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RE: WhoDunIt - Combat Overhaul (r81 released)

#110

Post by Burger_Betty » Fri Jan 09, 2015 1:24 am

Hi all, not sure this is the right thread to ask this question, but I was wondering if there's any svars to disable health spawning on a map in Who Dun It? sv_nohealth doesn't work.

Capt.J3
 
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RE: WhoDunIt - Combat Overhaul (r81 released)

#111

Post by Capt.J3 » Sat Feb 07, 2015 5:22 pm

Hellos, Im da capt.

Oh looky here, A resident evil mansion for WDI??!?

..... Oh my!

[spoiler]Image
Image
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[/spoiler]
Spoiler: an overview of the whole map (Open)
Image
It's still an alpha, so there no lighting effects yet.

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nax
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RE: WhoDunIt - Combat Overhaul (r81 released)

#112

Post by nax » Wed Feb 11, 2015 4:11 am

http://www.mediafire.com/listen/oh1hfym ... newwdi.mp3 for capt. j3's new map.

this is very WIP'y. this will be split into two tracks - the first being the main map theme, and the smaller last part as "The Innocents are Dwindling..."

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RE: WhoDunIt - Combat Overhaul (r81 released)

#113

Post by jdagenet » Wed Feb 11, 2015 5:52 am

nax wrote: http://www.mediafire.com/listen/oh1hfym ... newwdi.mp3 for capt. j3's new map.

this is very WIP'y. this will be split into two tracks - the first being the main map theme, and the smaller last part as "The Innocents are Dwindling..."
I do understand that this is still a work-in-progress, but that pad has a very "airy" timbre. Anyway you can put another pad in there that focuses more on the low end? Maybe a processed string drone?
I even think applying a LP filter to the current will do some justice in removing that airy feel.
<Dynamo_>uh
<Dynamo_>did you just take the thread away
<FusedQyou>Dunno
<FusedQyou>ask the thread

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nax
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RE: WhoDunIt - Combat Overhaul (r81 released)

#114

Post by nax » Wed Feb 11, 2015 10:00 pm

I'll put an LP on it see if I like it.

Also appreciate the feedback - I've never done ambient stuff before so this is new to me.
Last edited by nax on Wed Feb 11, 2015 10:05 pm, edited 1 time in total.

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RE: WhoDunIt - Combat Overhaul (r81 released)

#115

Post by Phoenix7786 » Sat Feb 14, 2015 7:05 am

Capt.J3 wrote: Hellos, Im da capt.

Oh looky here, A resident evil mansion for WDI??!?
My mind = https://www.youtube.com/watch?v=B_Lnz64vXB8

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RE: WhoDunIt - Combat Overhaul (r81 released)

#116

Post by Floydster » Wed Mar 04, 2015 1:39 am

So fist checking is coming back then?

Also, good work on the map Capt, looking forward to its release.
Last edited by Floydster on Wed Mar 04, 2015 3:18 am, edited 1 time in total.

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RE: WhoDunIt - Combat Overhaul (r81 released)

#117

Post by Capt.J3 » Wed Mar 04, 2015 12:52 pm

Hello guys!

Here's an update on the map's lighting system. Its still in its beta.

[spoiler]Image
Image
Image[/spoiler]

I need a group of testers soon. Who's interested in helping?
Last edited by Capt.J3 on Wed Mar 04, 2015 12:53 pm, edited 1 time in total.

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Riclo
 
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RE: WhoDunIt - Combat Overhaul (r81 released)

#118

Post by Riclo » Wed Mar 04, 2015 2:06 pm

Capt.J3 wrote: I need a group of testers soon. Who's interested in helping?
I'd be interested in helping with that.

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Kaminsky
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RE: WhoDunIt - Combat Overhaul (r81 released)

#119

Post by Kaminsky » Wed Mar 04, 2015 9:01 pm

Capt.J3 wrote: Hello guys!

Here's an update on the map's lighting system. Its still in its beta.

I need a group of testers soon. Who's interested in helping?
The lighting looks great and it certainly reflects on the dark atmosphere present in some of the Resident Evil games.

As for testing, I'm willing to help as soon as you're finished with this map.

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RE: WhoDunIt - Combat Overhaul (r81 released)

#120

Post by Floydster » Wed Mar 04, 2015 11:07 pm

Capt.J3 wrote: Hello guys!
I need a group of testers soon. Who's interested in helping?
Count me in, I need something to keep me off the streets and away from drugs
R.I.P Philadelphia Collins (1947-2013)

God bless you, you old mustard tiger.

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