WhoDunIt - Finally Released!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Jigsaw
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RE: Who Dun It: Final5 Beta is out!

#341

Post by Jigsaw » Thu Aug 09, 2012 8:50 pm

Oh, sorry for double post, but i forgot something.. Will the m1 bug be fixed? (You can't use any weapons if pick it up and you had an other weapon before)

legion
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RE: Who Dun It: Final5 Beta is out!

#342

Post by legion » Thu Aug 09, 2012 9:02 pm

is the score system revamped/going to be revamped? as it is (unless it magically changed in this new version) it mostly discourages proper usage of the tools at the murderer's disposal. I would think an effective system would encourage using the tools and the environment to his advantage
Last edited by legion on Thu Aug 09, 2012 9:03 pm, edited 1 time in total.
Image

Theshooter7
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RE: Who Dun It: Final5 Beta is out!

#343

Post by Theshooter7 » Thu Aug 09, 2012 9:44 pm

There are some things I can implement, like for instance if the player is killed by gas or something, then the murd will get additional points. This is dangerous to do with the gas, though, since it can kill multiple people and could thus give him an insane boost. Do you have any suggestions?
Image

Catastrophe
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RE: Who Dun It: Final5 Beta is out!

#344

Post by Catastrophe » Thu Aug 09, 2012 11:33 pm

Destroying pots and jars should have a RARE chance of dropping something, maybe flares, health, or ammo?

Jigsaw
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RE: Who Dun It: Final5 Beta is out!

#345

Post by Jigsaw » Thu Aug 09, 2012 11:38 pm

The gas rarely kills more than 2 people, especially in the hands of an unskilled player. It doesn't take a lot of skill to evade it, so I think the fat score boost is OK, they deserve it. Also my idea is that the score percentage should depend ONLY on the killcount, and the item indicators at the bottom should show how many kills he got with that item. Or make it depend on skills. If gas kills over 2 people, then add score, but if it fails, then make it substract. Same goes with shotgun trap, if map ends or it gets smashed then take score, and if it kills (or severely damages, because it rarely kills - might need a buff) someone then add score . That's my idea about this thing. The murderer really needs to get his weaponry pumped up, because the weapons are realisticly strong - if you get whacked in the head with a shovel 3 times, you are toast IRL too. This is what murd traps need - after taking 2 shells to the face by trap, you won't just walk slower IRL. If innocent weapons get buffed, get murderer weapons buffed too, and he shouldn't be penalized for using them.
Last edited by Jigsaw on Thu Aug 09, 2012 11:42 pm, edited 1 time in total.

X360TM
 
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RE: Who Dun It: Final5 Beta is out!

#346

Post by X360TM » Fri Aug 10, 2012 4:06 pm

this wad is awesome

Minigunner
 
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Location: California

RE: Who Dun It: Final5 Beta is out!

#347

Post by Minigunner » Fri Aug 10, 2012 6:24 pm

Sicamore wrote: Image
I see that and raise you this:
Image
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?

User avatar
Sicamore
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RE: Who Dun It: Final5 Beta is out!

#348

Post by Sicamore » Fri Aug 10, 2012 7:59 pm

I think the shooter 7 decided to use the one with the white background, however I'm not fully sure.
Image

Jigsaw
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RE: Who Dun It: Final5 Beta is out!

#349

Post by Jigsaw » Fri Aug 10, 2012 9:04 pm

Did you guys like my idea about the score system? I got no answers. :confused:

Killer2
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RE: Who Dun It: Final5 Beta is out!

#350

Post by Killer2 » Sat Aug 11, 2012 3:42 pm

I've read the score boost if the items are used right and have come with suggestions for all of them:
Berth-substracts 2 points and gives 1 point/kill

Emitters-if a tk fight erupts near them,substract no points

Smokes-if no damage is taken in the next 8 seconds, substract no points.If you kill someone with a gun,give 2 points

Traps-if destroyed,substract 3 points. If it's not destroyed substract 1 point. If it hits give 1 point.

Medis-these substract too little points as of now.

Big medis-they should substract too.

EDIT: I forgot fake stims. They sgouldn't substract if triggeres, and substract more if destroyed.
Last edited by Killer2 on Sat Aug 11, 2012 4:18 pm, edited 1 time in total.

Jigsaw
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RE: Who Dun It: Final5 Beta is out!

#351

Post by Jigsaw » Sat Aug 11, 2012 7:44 pm

Killer2 wrote: I've read the score boost if the items are used right and have come with suggestions for all of them:
Berth-substracts 2 points and gives 1 point/kill

Emitters-if a tk fight erupts near them,substract no points

Smokes-if no damage is taken in the next 8 seconds, substract no points.If you kill someone with a gun,give 2 points

Traps-if destroyed,substract 3 points. If it's not destroyed substract 1 point. If it hits give 1 point.

Medis-these substract too little points as of now.

Big medis-they should substract too.

EDIT: I forgot fake stims. They sgouldn't substract if triggeres, and substract more if destroyed.
^ That. In addition, fake meds should give a hell load of score when murd gets a kill with them, because that's very rare. Or even better, make them stronger. I suggest modifying them, so that they take away as much HP as a normal stim gives, but make the gas weaker. If this, then no need for the lot of score.

Killer2
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RE: Who Dun It: Final5 Beta is out!

#352

Post by Killer2 » Sun Aug 12, 2012 8:06 am

That sounds like a good idea, since most of the time, the gas goes to waste anyway.

Jigsaw
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RE: Who Dun It: Final5 Beta is out!

#353

Post by Jigsaw » Sun Aug 12, 2012 10:17 am

So we need these, and also a VERY important thing: Murderer immunities which are given when someone TKs should be only given to teamkillers, because trolls always hit others with the shovel to check if they are murd or not - they don't care if the guy will have 20 or less hp, or even die. Utsuho does this, for example. If only tks get immunities, then there will be no way to troll and no way to check. Theshooter7, what do you think about these ideas?
EDIT: Immunity doesn't make sense for murd anyway. It's confusing because you have more HP, but it drains as fast as if you had 100 as innocent. Well, maybe not when you have 300 hp, but sure it does in an average game.
Re-edit: About the score system again, the tally board should be like this:
End game tally for:
---Le Murderer---

PERSONAL VICTIMS:
Knife: 6 (2 backstabs) +10P
Bertholite: 1 used, 0 kills -4P
Tripwire SG.: 2 used, 1 kill +3P
Fake Stimpack: 3 used, 2 kill +5P
Smoke Bomb: 1 used, 0 kill -2P
TOTAL: 9 kills, 7 traps - EFFECTIVE!

PARANOIA VICTIMS:
Teamkills: 0
Avenges: 0
Sound emitters used: 4 - INEFFECTIVE

DISCONNECTS:
Quits: 1
Timeouts: 0

-RANKING-
XX%
*Insert Medal Here*

So yeah, that's my idea. Feedbacks?
Last edited by Jigsaw on Sun Aug 12, 2012 12:26 pm, edited 1 time in total.

Synert
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RE: Who Dun It: Final5 Beta is out!

#354

Post by Synert » Sun Aug 12, 2012 3:26 pm

I don't think giving points based on teamkills is a good idea, personally- it gives players looking to mess the others around more motivation to do it.

Jigsaw
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RE: Who Dun It: Final5 Beta is out!

#355

Post by Jigsaw » Sun Aug 12, 2012 7:14 pm

Synert wrote: I don't think giving points based on teamkills is a good idea, personally- it gives players looking to mess the others around more motivation to do it.
That wouldn't be a good idea, but the point is, that TK gives score ONLY if the murderer used an emitter. If not, then it won't matter. That would reduce troll tk, because they don't want to give the murd a good score, so using emitters runs the risk of score ruining. But before we start an argument, i'd like to see the opinions of the team. Besides, the only thing that gets motivation is the murderer to use traps wisely. If his traps fail, he gets score substract, and if he succeeds, he gets more score. This includes sound emitters, which have the purpose of tricking players to think that someone else is murd, and while they kill eachother, he can escape.
Last edited by Jigsaw on Sun Aug 12, 2012 7:32 pm, edited 1 time in total.

Neewbie
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RE: Who Dun It: Final5 Beta is out!

#356

Post by Neewbie » Sun Aug 12, 2012 11:12 pm

The Shotgun now only gives a fixed 1 shell when picked up. This forces the player with the weapon to find additional ammo and reduces the effectiveness of passing it to other players
Maximum amount of Shells has been reduced to 4
What's the matter if one single shoot can kill you
phpBB [video]
The [video] tag is deprecated, please use the [media] tag
2 Pipe hit -40hp

I had 64hp left, seems ok ?
In one single shoot he killed me..
Seriously.. I was soooo pissed i made a video of it.
So the innocent can kill you like in 2 shots oh my god too much damage !
Last edited by Neewbie on Sun Aug 12, 2012 11:14 pm, edited 1 time in total.

Minigunner
 
Posts: 86
Joined: Mon Jun 04, 2012 5:24 am
Location: California

RE: Who Dun It: Final5 Beta is out!

#357

Post by Minigunner » Sun Aug 12, 2012 11:34 pm

Image
Hey look at my large pi- *slapped*
The extended SSG hand/arm courtesy of HavoX.

Also, WDI03's unnecessary wacky color script gets a twist!
[spoiler]

Code: Select all

int rainbowtrans[64];

Script 18 (int rainbowtype) net //Delete this...
{
int p = PlayerNumber();
CreateTranslation(200, 112:127=[255,0,0]:[0,0,0]);
CreateTranslation(201, 112:127=[255,64,0]:[0,0,0]);
CreateTranslation(202, 112:127=[255,128,0]:[0,0,0]);
CreateTranslation(203, 112:127=[255,192,0]:[0,0,0]);
CreateTranslation(204, 112:127=[255,255,0]:[0,0,0]);
CreateTranslation(205, 112:127=[192,255,0]:[0,0,0]);
CreateTranslation(206, 112:127=[128,255,0]:[0,0,0]);
CreateTranslation(207, 112:127=[64,255,0]:[0,0,0]);
CreateTranslation(208, 112:127=[0,255,0]:[0,0,0]);
CreateTranslation(209, 112:127=[0,255,64]:[0,0,0]);
CreateTranslation(210, 112:127=[0,255,128]:[0,0,0]);
CreateTranslation(211, 112:127=[0,255,192]:[0,0,0]);
CreateTranslation(212, 112:127=[0,255,255]:[0,0,0]);
CreateTranslation(213, 112:127=[0,192,255]:[0,0,0]);
CreateTranslation(214, 112:127=[0,128,255]:[0,0,0]);
CreateTranslation(215, 112:127=[0,64,255]:[0,0,0]);
CreateTranslation(216, 112:127=[0,0,255]:[0,0,0]);
CreateTranslation(217, 112:127=[64,0,255]:[0,0,0]);
CreateTranslation(218, 112:127=[128,0,255]:[0,0,0]);
CreateTranslation(219, 112:127=[192,0,255]:[0,0,0]);
CreateTranslation(220, 112:127=[255,0,255]:[0,0,0]);
CreateTranslation(221, 112:127=[255,0,192]:[0,0,0]);
CreateTranslation(222, 112:127=[255,0,128]:[0,0,0]);
CreateTranslation(223, 112:127=[255,0,64]:[0,0,0]);
Switch(rainbowtype)
    {
    case 0:
    While(1)
        {
		CreateTranslation(198, 112:127=random(0,255):random(0,255));
        Thing_SetTranslation(0, 198); 
        Delay(1);
	    }
    Break;
    case 1:
    While(1)
        {
		CreateTranslation(199, 112:127=[random(0,255),random(0,255),random(0,255)]:[0,0,0]);
        Thing_SetTranslation(0, 199); 
        Delay(1);
	    }
    Break;
    case 2:
    While(1)
        {
    	If(rainbowtrans[p] > 222 || rainbowtrans[p] < 200) { rainbowtrans[p] = 200; }
        Thing_SetTranslation(0, rainbowtrans[p]); 
    	rainbowtrans[p]++;
        Delay(2);
	    }
    Break;
    }
}

script 19 (int thing) net
{
    switch(thing)
    {
    case 0:
    ACS_Terminate(18, 0);
    Thing_SetTranslation(0, -1);
    break;
    
    case 1:
    ActivatorSound("CHRISTMAS", 127);
    break;
    
    case 2:
    ActivatorSound("HALLOWEEN", 127);
    break;
    
    case 3:
    ActivatorSound("LABORDAY", 127);
    break;

    }
}
[/spoiler]
It only affects the armor, rather than the whole body. "Puke 18" is the wonky color-change thing, "Puke 18 1" is what I call Rave Armor (a great way to escape a bad rep), and "Puke 18 2" is Rainbow Armor. "Puke 19" stops it.
Last edited by Minigunner on Mon Aug 13, 2012 6:23 am, 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?

Dynomic
 
Posts: 30
Joined: Sun Jun 10, 2012 7:16 pm

RE: Who Dun It: Final5 Beta is out!

#358

Post by Dynomic » Mon Aug 13, 2012 12:42 am

Hey, was the idea that someone made about there being two murderers ever thought out by a developer?
Also, where can I download the textures used in this wad?

Killer2
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RE: Who Dun It: Final5 Beta is out!

#359

Post by Killer2 » Mon Aug 13, 2012 6:08 am

Dynomic wrote: Hey, was the idea that someone made about there being two murderers ever thought out by a developer?
The idea was abandoned some time ago if I remember correctly.

Jigsaw
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Posts: 180
Joined: Sun Jun 24, 2012 9:43 am

RE: Who Dun It: Final5 Beta is out!

#360

Post by Jigsaw » Mon Aug 13, 2012 6:47 pm

Killer2 wrote:
Dynomic wrote: Hey, was the idea that someone made about there being two murderers ever thought out by a developer?
The idea was abandoned some time ago if I remember correctly.
Yes, nobody is working on it currently, although it would be pretty cool. Also there was an idea about a mode where you become the murderer when you kill him.

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