WhoDunIt - Combat Overhaul (r81 released)

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

#141

Post by Riclo » Sat Mar 21, 2015 4:25 am

OrangeMario wrote: I really like how the new overhaul system is working from the sound of things. I've yet to actually try it out myself, though.

I actually wanted to start making a map for WDI, but I'm not quite sure which wad's or pk3 files I should use as a base for testing while in Doom Builder 2 ( since the more popular servers use an array of addons ).
I've already checked this forum for anything regarding Doom Builder guidelines for this mod, but did not find anything...

Any actors or scripts I should keep in mind in order for maps to work with this overhaul, when I start making maps?
I wouldn't think this overhaul mod would affect your map-- if that were the case, then all the currently made WDI maps would have to be changed.

As for resources, all you really need is the main Whodunit_Fixed2 pk3. This'll give you all the textures and weapons that are used in WDI01-WDI13 and is technically the mod itself. If you want you could use one of the WDI bigpack wads for more resources, since all the servers usually use them anyway because of the new/updated maps.

The WDItouchup addon shouldn't affect anything either as far as mapping goes. If you ever have trouble understanding how things work (Like the murderer hole doors) You could always just look at other maps to get an idea of how it all works, or just ask someone who's mapped for WDI before.

Just make sure the map is either in Hexen or UDMF format

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RE: WhoDunIt - Combat Overhaul (r81 released)

#142

Post by OrangeMario » Sat Mar 21, 2015 4:41 am

Thanks, Riclo. I'll go ahead and get straight to business!

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Kaminsky
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RE: WhoDunIt - Combat Overhaul (r81 released)

#143

Post by Kaminsky » Sat Mar 21, 2015 5:27 pm

OrangeMario wrote: Any actors or scripts I should keep in mind in order for maps to work with this overhaul, when I start making maps?
Here are some scripts that may be useful when you are creating your map(s):
Spoiler: Enter Script (Open)

Code: Select all

#Define MAP_NAME "{Insert Desired Map Name}"
#Define MAP_AUTHOR "{Insert Desired Author}"

Script 117 Enter
{
    SetFont("BIGFONT");
    HudMessage(s:MAP_NAME; HUDMSG_FADEINOUT, 9999, CR_RED, 0.75, 0.18, 3.0, 1.0, 1.0);
    Delay(50);
    SetFont("SMALLFONT");
    HudMessage(s:"By: ", s:MAP_AUTHOR; HUDMSG_FADEINOUT, 9998, CR_WHITE, 0.78, 0.20, 3.0, 1.0, 1.0);
}
Spoiler: WhoDunIt Functions (Open)
  • WDI_IsFinale() //Checks whether the "innocents are dwindling" or not. Returns "true" if so. Useful for creating scripts that are meant to occur at this moment in the round.
  • WDI_GameState() //Checks the current state of the round and whether it is active or over.
It's useful to check which player is the murderer by using the function CheckInventory("MurdererKey") should any scripts differentiate between the murderer and the innocents. Other than that, this should be enough for the programmatic side of mapping.

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RE: WhoDunIt - Combat Overhaul (r81 released)

#144

Post by Theshooter7 » Sat Mar 21, 2015 7:10 pm

OrangeMario wrote:I actually wanted to start making a map for WDI, but I'm not quite sure which wad's or pk3 files I should use as a base for testing while in Doom Builder 2 ( since the more popular servers use an array of addons ).
I've already checked this forum for anything regarding Doom Builder guidelines for this mod, but did not find anything...

Any actors or scripts I should keep in mind in order for maps to work with this overhaul, when I start making maps?
huh, I actually never really thought about writing out some tips or guidelines for this. Kind of funny in a way because all the people who have made maps for this mod seem to just somehow know what they are/were doing, yet it hadn't occurred that some people may not. :v:

SO IN THAT CASE, I'LL WRITE A MINI-GUIDE NOW!
=============================
WhoDunIt: A mapping guide
mini-version
I. -- Scripts
WhoDunIt's scripting takes care of all the necessary gamemode stuff for you, as long as you set the gamemode to survival (testing your map in singleplayer or even co-op works fine too, but expect gamemode-specific things to break).

As Dr.Robotnik had mentioned, I do recommend pasting a copy of this script into your map:

Code: Select all

#Define MAP_NAME "{Insert Desired Map Name}"
#Define MAP_AUTHOR "{Insert Desired Author}"

Script 117 Enter
{
    SetFont("BIGFONT");
    HudMessage(s:MAP_NAME; HUDMSG_FADEINOUT, 9999, CR_RED, 0.75, 0.18, 3.0, 1.0, 1.0);
    Delay(50);
    SetFont("SMALLFONT");
    HudMessage(s:"By: ", s:MAP_AUTHOR; HUDMSG_FADEINOUT, 9998, CR_WHITE, 0.78, 0.20, 3.0, 1.0, 1.0);
}
Change the strings for MAP_NAME and MAP_AUTHOR accordingly. This script is the same one used on every WDI map to show the map's name and author when players load in (the exception is WDI02, which due to it's long title uses a slightly different version, but nothing too different).

Speaking of scripts, WDI uses a -lot- of higher-numbered script ranges (because the dawn of named scripts had not come yet for Zan). Anything below Script 400 should be fine, but beyond that and you'll likely run into problems, especially near the 700-900 range.

WhoDunIt does provide a good handful of functions you can use in your own map scripts to interact with the gamemode. A list is provided here with some descriptions:
Spoiler: WDI Functions (Open)
FORMAT: <function name> : <return type> - <description>
  • WDI_GameState() : int - returns the current state of the gamemode. These are defined in redrum.acs as follows:

    Code: Select all

    #libdefine GAMESTATE_WAITFORPLAYERS 0				// the game is waiting for players to show up
    #libdefine GAMESTATE_SAFETYCOUNTDOWN 1				// the game is in safety mode
    #libdefine GAMESTATE_MURDERCHOOSE 2					// the game is choosing a murderer
    #libdefine GAMESTATE_GAMEACTIVE 3				// the game is now active and awaiting an ending condition to be met
    #libdefine GAMESTATE_GAMEOVER 4				// the game is over and the tally board is being shown
    So for example, if you wanted to have your script see if the game is being played at the moment, you can do something like the following:

    Code: Select all

    if(WDI_GameState() == GAMESTATE_GAMEACTIVE)
    {
       <do stuff>
    }
  • WDI_Ending() : int -- returns the ending condition that triggered the GAMESTATE_GAMEOVER gamestate.
    Similar to WDI_GameState(), you can use this to do stuff in your scripts for a specific condition. The endings are defined like so:

    Code: Select all

    #libdefine END_INOLOSE 0					// the innocents lost; all innocents died and the murderer is alive
    #libdefine END_MURLOSE 1					// the murderer lost; the innocents have killed him or he fell victim to a trap of his own
    #libdefine END_MURSUICIDE 2					// the murderer went insane and died
  • WDI_EndFade(bool) : void -- sets whether the screen should fade out for all players when GAMESTATE_GAMEOVER is reached. By default it is enabled, but can be disabled on your map via a script. The best example of usage for this is in Zeberpal's "Marsis" map, where he shows ending images on the screen for special endings. In order for these to show up properly, the fade effect had to be disabled.
  • WDI_MurdID() : int -- returns the player number (0-based) of the murderer. Combining this value with the define TID_START will give you the murderer's TID.
  • WDI_IsFinale() : bool -- returns true if the game is in finale mode, false if it is not.
    Because finale mode was a later addition, it never received a proper gamestate. So this will tell you if the gamemode is currently in finale (which is when the music changes, the murderer receives a legitimate 'wallhack' to find the other innocents, and a message "The Innocent's numbers are dwindling..." appears on the screen for a moment). An example usage of this is on the map "CastAway", which changes the weather to a thunderstorm when finale mode starts.
  • WDI_ForceTracker(bool) : void -- if true is passed as a parameter, then the innocent tracker/wallhack from finale mode will be enabled immediately. Passing false will turn it off, but the tracker will still activate (and remain active) if the game is actually in finale mode.
  • WDI_CheckForActivePlayers(int) : bool -- this will return true if int amount of players are currently in the game (including the murderer). This can be helpful if you want to modify your map via script depending on the amount of players.
  • WDI_SetFinaleMusic(string) : void -- this sets the finale music to a custom track of your choosing. This MUST be set before finale mode is actually reached, otherwise it'll play the default tracks, as finale mode only changes the music once. If you have several custom tracks you want to use, you can stuff them in an array and access the index using the Random() function.
  • WDI_CountInnocents() : int -- returns the amount of innocents currently in the game. Used by the gamemode, but could be used in map scripts if desired, so it is listed here.
To use these functions in your map, you will need to place the source files (.acs) in a directory that acc.exe can reach, or one that you can specify manually (HIGHLY recommend using relative paths! If you do not know what I mean, google it). At the top of your script, you must put:

Code: Select all

#import "redrum.acs"
or, say you have a folder outside of the ACC folder with it, you can do something like:

Code: Select all

#import "../WDIsrc/redrum.acs"
This will give you access to the functions and defines you need.

II. -- Things/Actors/Items/etc.
If you are using Doom Builder 2 (and you really should be), you'll find that most if not all of WDI's things are categorized quite nicely near the bottom of the list, each beginning with "WDI". There are probably some things to explain though:
Spawners: Any weapon or item you place will be there 100% of the time like a normal Doom thing. However, if you place a 'spawner' version, then it will have a random chance to spawn a something (or nothing at all). In particular, melee spawner has a chance to spawn a pipe or wrench, while gun spawner has a chance to spawn a shotgun or pistol. Likewise for the ammo spawners: they can spawn either a pistol magazine or a shotgun shell. Item spawners and health spawners should be self-explanatory as well.

Murderer Stuff: These are item refills for the murderer. Each item placed is deliberate: there are no random spawn chances for them. Be ABSOLUTELY SURE you place these in a "restock room" for the murderer, or at least somewhere you intend only the murderer to access! I can't recall if I added code to make sure the innocents cannot use murderer items, however they can still certainly pick them up and deny the murderer a 10-20 minute respawn time on them. Additionally, do not place them too close to walls that innocents can pass by; WDI02 had that problem and players could 'plasma bump' the bertholite gas if run into at the proper angle.

Action markers are the little floaty exclamation points you see that indicate a murderer door. Set their Z-height and position properly and that's all you need to do.

III. -- Mapping-specific
Murderer Doors
There is actually a decent amount of complexity to proper murderer doors. So I'll try to go over the steps to implementing them:
  • Create your doorway and murderer hall as usual.
  • Create a small sector in front of the door that is flush with the wall. This will be your 'fake' texture to hide the door's opening and closing (which allows the murderer to peer out of the door without being seen). Set the midtexture on the side facing OUT of the tunnel to whatever the nearby wall texture is (or something else if you feel like it I guess). Align as needed. Leave the line side facing into the murderer tunnel as untextured.
  • Add a thing #1411: Sound Sequence Args to the door sector, and set its index to 60. This is an empty sound, and will silence the door's opening/closing noise.
  • For the door itself, set the line action to 202: Door Generic, with the activation method as 'player bumps', the repeatable flag, and arguments set to the following:

    Code: Select all

    Tag: 0
    Movement Speed: 100
    Type: Open Close
    Delay: 1
    Lock: Red Skull Key
  • Another thing you MUST do, is set either the fake texture wall OR the door lines to have the flag "Block Monster". This is what prevents the innocents from entering the murderer walls. DO NOT USE BLOCK MONSTER FOR ANYTHING ELSE ON THE MAP UNLESS IT IS IN AN UNREACHABLE AREA (Zeberpal did this in WDI03, and when I implemented the feature, it broke the morgue area entirely. Not his fault though).
  • Be sure to add "Silent Sector" things to every sector in the murderer tunnels; this silences his footsteps, knife draw, and any other noises he could make.
Hopefully that will get you going for now. I'll update this later to add more and talk about some things like map balance and so-on. Oh, and definitely use WhoDunIt.pk3 or WhoDunIt_fixed2.pk3 for a base for resources. Anything else is just addons. I don't necessarily recommend using addons for a resource since you would be depending on other people's stuff to load with yours; instead I recommend just including whatever you need in your own wad/pk3. But you may do as you please. :smile:

EDIT: More content! :D

IV. -- Balancing your Map
Here I will go over aspects about a map that will affect how it plays in favor of the innocents or the murderer, and what can be done to shift the balance towards one or the other to try and reach a fine point.

Open Spaces vs. Closed Areas: In general, the more open your map is, the harder it will be for the murderer. While it is true that the murderer can utilize open areas to take full advantage of his speed over the innocents, the innocents have an easier time spotting his approach, spreading out, escaping an engagement, and so on. In more open areas, it's also easier for other innocents to aid one under attack from the murderer. The murderer will have an impossible time sneaking up on innocents out in the open, and lastly most if not all murderer traps are far less effective in large, open spaces, which further reduces the options he has for dispatching his victims. More closed areas, tight corridors and harsh corners or angles make it easier for the murderer to make kills. While the murderer can easily get cornered or ganged up on in these situations, he has a lot more options to deal with it, and on top of that, he'll usually have access to the murderer hall.

Room Entrances and Exits: This one is a bit tricky; smart murderer play can actually make rooms with 1 entrance a terrible place for innocents to camp out. But usually, if innocents are hard camping a room with a single entrance, and the room is large enough or has enough cover to make bertholite not quite as threatening, then the murderer will be at a serious disadvantage, especially if the innocents have guns. It's best to have at least 2 or more entrances and exits to each room FOR THE MURDERER. Innocents can have just 1, but if your map does this, then you should probably add some kind of murderer tunnel leading in/out of the room. Maybe even add 2 to avoid camping the doors. For example, on WDI04, the security room at the end of the long corridor has but 1 (rather narrow) entrance. However, there is also a murderer door leading into the room, which also leads to one of the cells in the nearby prison wing, allowing the murderer some easy navigation of the area. It's not entirely optimal, but the room is also easily gasable, and as witnessed when playing, many people don't usually camp in that room ever since that door was added.

Murderer tunnel connectivity: Depending on how you want to balance your map, you may need to make sure several murderer tunnels interconnect to give the murderer access to many areas from just one tunnel. Adding more tunnels helps the murderer by giving him mobility, and a better chance at surprising the innocents if they cannot figure out where he is. It also gives him more ways to escape a bad engagement, which can be crucial in helping the murderer avoid dying prematurely. Another example comes in WDI04 again. The original version of this map had very few murderer tunnels, while the map had a lot of choke points and 1-entrance rooms. While most players would congregate in the main hall, there were often small groups that would camp in these dead-end places, with no way for the murderer to escape should he enter to try and get the kills. This made is incredibly easy for gun-wielding innocents, especially if it got to finale mode: by that point, innocents would just camp wherever they are and kill anyone that approached. To help with this, a huge amount of murderer tunnels were added to give the murderer lots of inter-connectivity around the map. In fact, there is even a tunnel that leads from the locker room showers all the way to the basement cells. Since this addition, the map has felt more balanced and the murderer has stood a better chance.
Last edited by Theshooter7 on Mon Mar 30, 2015 10:48 pm, edited 1 time in total.
Image

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

#145

Post by Capt.J3 » Sun Mar 22, 2015 12:03 pm

THX DASHOOTER5, NAW I KNOW ALL OF DA RULEZ AND TIPZ, DESPITE MAPPING FOR WDI SINCE 2011!1!!!1! SEE? I'M PROOF DAT U DUN NEED TO KNOW CRAP 'BOUT WDI TO MAP 4 IT! ALSO I NEVER WON A GAME IN WDI SINCE 2010! o/ little boys and... boys, follow DA CAPT EXAMPLE!

Here's my personal guideline for WDI MAPS... U guys can call it.....
Spoiler: Da Capt's Official (and Da Abbuwy) guideline for bestest wdi maps of all T!me! (Open)

1.) if it feels right, DO IT!
2.) COPY AND PASTE BASIC WDI FUNCIONS
3.) REMEBER LOTS OF BROWN TEXTURE ARE NEEDED
4.) Repeat 1 and 3
5.) Do 3 again, remeber this is imporant... BROWN TEXTURES
6.) spam 3d floors (thx, abbuwy!)
7.) Make random tributes to yer WDI BUDDIES (VERY IMPORANT, A MUST DO)
8.)Make secret room that only U (da mappah) knows only!
9.) put murd weaps and items only in MURDHOLES.... and in ur secret room
10.) and more brown textures.

U guys can thank me later! :)
Spoiler: DON'T CLICK (Open)
But u did anyway... D:

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Zeberpal
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RE: WhoDunIt - Combat Overhaul (r81 released)

#146

Post by Zeberpal » Sun Mar 22, 2015 12:22 pm

Just few advices then:

1) Have your map planed on a sketch, . Paste all the things you want include there, on sketch. Your map's goodness depends on how well you've planned it on sketch.
[spoiler]Image[/spoiler]
2) Narrow corridors are bad, tiny corridors and rooms are bad, pure symmetric maps are bad.
3) Do not afraid to use ambient sounds.
4) DO NOT abuse map with huge spaces. If you do- do not detalise it much or put that many 3d floors.
5) While creating a map - use basic GL settings, to avoid brightness/contrast difference with other maps. Good example - Riclo's new map and partly abbuw's map. If I spawn in dark place there, I literally can't see anything, and I have to close curtains.
6) Do not use "water" ladders, they cause Innocent marks to dissapear. Use Ladder scripts instead.
Last edited by Zeberpal on Sun Mar 22, 2015 12:25 pm, edited 1 time in total.
Image ImageImage

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

#147

Post by Capt.J3 » Sun Mar 22, 2015 1:22 pm

Zeberpal wrote: Just few advices then:

1) Have your map planed on a sketch, . Paste all the things you want include there, on sketch. Your map's goodness depends on how well you've planned it on sketch.
[spoiler]Image[/spoiler]
2) Narrow corridors are bad, tiny corridors and rooms are bad, pure symmetric maps are bad.
3) Do not afraid to use ambient sounds.
4) DO NOT abuse map with huge spaces. If you do- do not detalise it much or put that many 3d floors.
5) While creating a map - use basic GL settings, to avoid brightness/contrast difference with other maps. Good example - Riclo's new map and partly abbuw's map. If I spawn in dark place there, I literally can't see anything, and I have to close curtains.
6) Do not use "water" ladders, they cause Innocent marks to dissapear. Use Ladder scripts instead.
Don't forget 7- Make random tributes to ur WDi buddies to gain status in teh wdi community! It worked for me and Sica! I gots lots
Last edited by Capt.J3 on Sun Mar 22, 2015 1:22 pm, edited 1 time in total.
Spoiler: DON'T CLICK (Open)
But u did anyway... D:

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Kaminsky
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RE: WhoDunIt - Combat Overhaul (r81 released)

#148

Post by Kaminsky » Sun Mar 22, 2015 1:40 pm

Another thing I might mention about creating maps is to practice enough. WhoDunIt's maps are often complex and detailed, which challenges players as they explore, and gives the murderer more possibilities of travelling or evasion. People who start mapping for the first time might not capture what previous maps have achieved, and may only draw repetitive, symmetrical, and vacant rooms that can be boring and ugly to play. It's best that newcomers adapt to creating maps through preliminary work before advancing to bigger projects.

For anyone who likes to create realistic maps, viewing through images or photographs is an exceptional way to come up with an idea.
Last edited by Kaminsky on Sun Mar 22, 2015 1:40 pm, edited 1 time in total.

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

#149

Post by Capt.J3 » Sun Mar 22, 2015 1:53 pm

Dr. Robotnik is right. Mapping for WDi is quite a challenge.

To be honest, the only real advise I can give (which wasn't already noted) is pay attention to the theme of the map. The theme is very important; people don't prefer to play the same theme over and over again. Try to be original with your level.

Here's some original ideas.
a large ghost boat
grave yard
any map based on a scary game or movie
a neighborhood
A police station (i'm surprised no one did this yet)
A nightmare
HELL (i don't know about this)
Last edited by Capt.J3 on Sun Mar 22, 2015 2:02 pm, edited 1 time in total.
Spoiler: DON'T CLICK (Open)
But u did anyway... D:

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Riclo
 
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RE: WhoDunIt - Combat Overhaul (r81 released)

#150

Post by Riclo » Sun Mar 22, 2015 4:27 pm

Capt.J3 wrote: Here's some original ideas.
a large ghost boat
grave yard
any map based on a scary game or movie
a neighborhood
A police station (i'm surprised no one did this yet)
A nightmare
HELL (i don't know about this)
I've had a bunch of ideas for maps for a WDI mappack (Similar to the extravagant mappack) that would all have custom weapons and endings. I had about five maps planned but I'm not sure if I'd ever have time for that

One would be on a boat like your first idea, except I was thinking more along the lines of a large cruise ship. I'd imagine it would be pretty difficult to plan a map like that out tho in a way where it wouldn't lag or be unplayable.

Another would be an old western/civil war themed map. It would take place inside a wooden fort with all sorts of wooden houses and whatever else was made during that time. That map could use either one of the two new guns I was planning to add inside the pack (A revolver and a bolt-action rifle) along with some new melee weapons.

Another idea I had would be a museum. I think WDI02 is technically already one but I was thinking of something that would look vastly different. There would be a modern art section with pictures of random MS paint drawings and possibly another section with small replications of other maps, along with other museumy sections. It would look a bit like this: https://www.youtube.com/watch?v=xreaNqVPv6M

As Robotnik said pictures could help alot with map ideas. The last two would be based off of these pictures:

[Spoiler]

This map would take place during the sunset, so everywhere the sunlight hits would have an orange tint (So lighting would be a big part of this map) There could possibly be a script that would slowly begin to change the map to nighttime after awhile. There would be the field and road (But not too open because having incredibly large spaces in WDI is usually a bad idea) along with a huge wooden cabin with at least two floors. It would work similar to WDI13, where there's the building and then the whole snowy outside to explore, except that you'd be able to view the cabin from all around.
Image
[/Spoiler]

[Spoiler]

This would be a harbor. It could take place during the night so the moonlight would light up most of the outside area (Mayybe even have a random script where, at a low chance would make the map take place during the daytime instead) This picture is more a stretch of what I'd want the actual map to look like though.
Image
[/Spoiler]

I have a couple more pictures also, but I haven't put much thought into them becoming maps yet.

http://i.imgur.com/Oz7RqtK.jpg
http://imgur.com/gallery/INCMJ
Last edited by Riclo on Sun Mar 22, 2015 4:45 pm, edited 1 time in total.

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nax
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RE: WhoDunIt - Combat Overhaul (r81 released)

#151

Post by nax » Wed Mar 25, 2015 7:57 pm

One idea I had for a WDI map was inspired by Nightmare on Elmstreet. A neighborhood.

Ideally, I figured a cul-de-sac would be ideal with 4 or 5 (smallish?) houses and an underlying sewer system connecting all the houses (could be that this connection is murd only, or that innocents may use it too) where in the sewers will be the main murd hideout. I could also imagine a small tree house hiding some goodies in one of the backyards :)

I have little interest in mapping myself, but it'd be cool to see some more interesting maps that differ from the 'spooky rundown mansion/building' we already have in droves so far.

PREPPER
 
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RE: WhoDunIt - Combat Overhaul (r81 released)

#152

Post by PREPPER » Thu Mar 26, 2015 8:22 pm

nax wrote: I have little interest in mapping myself, but it'd be cool to see some more interesting maps that differ from the 'spooky rundown mansion/building' we already have in droves so far.
Hey, everybody, it's great to be back.
I was reading the previous comments and several persons have many ideas, but it's necessary to be realists in some things at the moment of doing a new map with a new theme, the first step it's to see if the resources really exist and they are available.
For example to do a map with a boat you will need resources as textures, sprites, sounds and objects like models, that are not available in the original pack of whodunit.pk3. Probably your could do a good attempt, but not credible.

Another technical aspect to have in consideration is the size and the format of the files (hexen format is the best format to start), in some cases some persons add resources that must be remeasurings like mp3 or images, but if you abuse, you can create a nice map in hd with a nice song, but with a lot of megabytes extra, and too much laggy.

For now here's some advances of the maps, that I am doing.
[spoiler]APOCALYPTO
Image

note:Inspired by the movie
Image[/spoiler]
[spoiler]IT HAS NO NAME
Image[/spoiler]
[spoiler]New elevator lift multi-floor reloaded with new code. I don't remember who asked, but here is.
Image[/spoiler]
Note:Nice guide for whodunit already was necessary.
Last edited by PREPPER on Thu Mar 26, 2015 8:47 pm, edited 1 time in total.

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nax
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RE: WhoDunIt - Combat Overhaul (r81 released)

#153

Post by nax » Fri Mar 27, 2015 1:32 am

I hope I'm not being misunderstood - What I mean is that it'd be nice to see some of these resources used in other ways. For example, many people use alot of 'Blood' resources from textures and objects, etc. However, I haven't seen a map that recreates a level similar to a map in Blood which shows a couple cabins in the middle of a dark forest. Many have seen Zeber's Slendermap and wondered about making a different kind of wooded map.

Essentially, maps that may use the same textures and objects differently than established WDI maps. That is not to say I dislike the building / mansion maps or that all maps must be brimming with detail such as Zeber's are, but more that there are many ways these resources have not been used yet (or used well) that may give our mappers more ideas for new maps :)

PREPPER
 
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RE: WhoDunIt - Combat Overhaul (r81 released)

#154

Post by PREPPER » Fri Mar 27, 2015 2:00 am

I think everything is possible, Im not trying to limit the ideas, but it is necessary to recognize some of the maps of whodunit they are really complex, even Zeber's Slendermap(see the sketch of wdiex02). I learned watching the maps of Mistercat and Peanut and finally those of zeberpal which are a great contribution, but only one map take huge time and resource, the ppl at the end just see the result.
so that, if you make a map you should be sure to dedicate the necessary time to finish it.

It is necessary to see the number of attempts of maps that I have seen till now, many of them with good ideas and many intentions.

Warning! Huge pics
Spoiler: Mansion (Open)
Image
Spoiler: SA (Open)
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zandro has limits of 15 images xd
Last edited by PREPPER on Fri Mar 27, 2015 2:44 am, edited 1 time in total.

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abbuw
 
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RE: WhoDunIt - Combat Overhaul (r81 released)

#155

Post by abbuw » Mon Mar 30, 2015 4:06 pm

I suggest that if you're making a WDI map, avoid making rooms that only have one way in, that is usually always boring and can lead to very boring gameplay. Most of the vanilla WDI maps have areas that have multiple ways in. Make sure people can actually see when they're navigating your map, don't be overly reliant on dynamic lights, think about the people using software! Make sure you know what you're doing when you're making a map, it's annoying to get caught/stuck on/behind geometry, or to get killed because of someone exploiting the map, check your map for exploits! Also, I it's a good idea to make sure your murd holes have more than 2 exits, it's annoying when innocents block both sides of a murd hole with a molotov, or with a shovel guy.


Speaking of maps, here's an update on the church map. Models are weird.
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Last edited by abbuw on Mon Mar 30, 2015 4:11 pm, edited 1 time in total.

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mytis
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RE: WhoDunIt - Combat Overhaul (r81 released)

#156

Post by mytis » Mon Mar 30, 2015 9:37 pm

Hiya! I didn't realize my map was still being looked at. Nice to see WDI still being improved. I'd love to finish it up now that I've spent some time away and can come up with fresh ideas. I'll see if I can find the file on my computer and reacquaint myself with the WDI resources.

Untitled
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RE: WhoDunIt - Combat Overhaul (r81 released)

#157

Post by Untitled » Mon Mar 30, 2015 10:44 pm

So, now that Zandronum 2.0 is out, are we gonna see this on servers?
"I'm in despair! The fact someone would give me the title 'Forum Regular' has left me in despair!"
Spoiler: Me in a nutshell (Open)
<Untitled> this is a terrible idea
<Untitled> lets do it anyway

<Untitled> Depends
<Untitled> What kind of wad error is "Address not Mapped to Object (Signal 11)"?

<Untitled> So today I found out that stupidity is nested fractally
<Untitled> There is no lower bound
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nax
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RE: WhoDunIt - Combat Overhaul (r81 released)

#158

Post by nax » Wed Apr 01, 2015 8:52 pm

As it hasn't been posted much - WDI as it stands will not run as a stable server. It will inevitably crash on a map change.

Combat Overhaul will *always* crash on map change.

Unfortunately, we're getting near zero feedback on these crashes due to error reporting being what it is. We're looking in to why at all this is not running considering CO was developed with zan 2.0 in mind, but likely due to a more recent zan 2.0 including more features, something broke this with the release.

For the time being, WDI is only hosted on a temporary business with server owners being forced to constantly rehost servers. I will not be hosting a dedicated server in anything more than a testing fashion until we actually get some idea as to what's going on here.

Sorry guys.

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Zeberpal
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RE: WhoDunIt - Combat Overhaul (r81 released)

#159

Post by Zeberpal » Wed Apr 01, 2015 9:11 pm

Does this happen with the Combat Overhaul or current WDI version?
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Theshooter7
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RE: WhoDunIt - Combat Overhaul (r81 released)

#160

Post by Theshooter7 » Thu Apr 02, 2015 4:08 am

My guess is that Zan 2.0 ended up causing an incompatability with WDI (obviously a fault of ours I imagine, considering the amount of hacks we used). With 2.0 being official, we can give it a thorough investigation soon enough.

Hell, I figure it's time we sit down and actually put out more updates for this thing. I cannot promise anything immediate, so be patient. But at the least I'll try to fix the crashing bugs as soon as possible and get a patched version out for hosting.
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