WhoDunIt - Finally Released!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Killer2
Banned
Posts: 110
Joined: Sun Jun 10, 2012 8:29 am
Banned: Permanently

RE: Who Dun It: RC Testing begins...

#461

Post by Killer2 » Fri Aug 31, 2012 1:09 pm

I believe Jig is right, molv could use that buff. It especially needs a small stun on hit (this would both make it more useful, and make players try to actually hit you with it).

Theshooter7
Forum Regular
Posts: 262
Joined: Wed Jun 06, 2012 2:15 am

RE: Who Dun It: RC Testing begins...

#462

Post by Theshooter7 » Fri Aug 31, 2012 4:48 pm

Jigsaw wrote: Just a little thing: make the Molotov do damage on hit, about the damage of a brick, for 2 reasons:
1. You are hit with a damn bottle which explodes into your face, that can't go without damage
2. Unless cornered, fire is easy to escape, so it needs to hit (and maybe stun for a brief moment)
Besides, throwables are flying straight through breakable windows and even unbreakable, impassable ones, which is stupid
It's an unlisted change but the molotov does actually do a small bit of explosion damage on impact. Not enough to be crazy powerful, but it makes it at least do SOMETHING when it hits. The molotov isn't meant to be an extremely offensive weapon, but more of a defensive one. Making it offensive proved quite overpowered (as you could see with its original introduction, where it could instantly kill murderers and the like with a well-placed throw).

As such, the molotov is great for blocking up murderer doors, closing a choke point, blocking the murderer's escape path, among other things.
Image

Monsoon
 
Posts: 83
Joined: Mon Jun 04, 2012 7:09 am
Location: USA

RE: Who Dun It: RC Testing begins...

#463

Post by Monsoon » Mon Sep 03, 2012 5:39 am

and now for THE unofficial addon hat everyone is gonna murder me for.

AA12 :twisted:

[spoiler]Image[/spoiler]

User avatar
Lord Damager
 
Posts: 29
Joined: Wed Jun 06, 2012 5:17 pm

RE: Who Dun It: RC Testing begins...

#464

Post by Lord Damager » Mon Sep 03, 2012 5:40 am

Its Big. Its Nasty Looking. It Looks Awesome.
<Igor>MITT ROBOTNY VS BRAK BANANA

Catastrophe
Retired Staff / Community Team Member
Posts: 2569
Joined: Sat Jun 02, 2012 2:44 am

RE: Who Dun It: RC Testing begins...

#465

Post by Catastrophe » Mon Sep 03, 2012 6:33 am

No.... please don't add MORE guns...

Monsoon
 
Posts: 83
Joined: Mon Jun 04, 2012 7:09 am
Location: USA

RE: Who Dun It: RC Testing begins...

#466

Post by Monsoon » Mon Sep 03, 2012 6:48 am

hey dont knock it till you try it

its actually under powered but is a good weapon due to the rate of fire but it has extreme rarity youre more likely to get a regular shotgun that you are an aa12

User avatar
Lord Damager
 
Posts: 29
Joined: Wed Jun 06, 2012 5:17 pm

RE: Who Dun It: RC Testing begins...

#467

Post by Lord Damager » Mon Sep 03, 2012 6:54 am

It is fairly balenced, that takes nearly a whole a drum, even with a good spread, to take down a murder. With a 10+ mob, it will work effectivly against the murd as more of a support weapon, since the murd hp will be larger.
Last edited by Lord Damager on Mon Sep 03, 2012 6:56 am, edited 1 time in total.
<Igor>MITT ROBOTNY VS BRAK BANANA

User avatar
Ivan
Addicted to Zandronum
Posts: 2229
Joined: Mon Jun 04, 2012 5:38 pm
Location: Omnipresent

RE: Who Dun It: RC Testing begins...

#468

Post by Ivan » Mon Sep 03, 2012 8:28 am

Catastrophe wrote: No.... please don't add MORE guns...
I'll have to agree with this because the more guns you add the less diversity the role of the weapons will have, which will result in a clusterfuck of weapons that people will just have problems with. Later on, they will just keep asking about the most overpowered weapon and they will simply use it, and this is common knowledge too. You can keep these weapons to only 1, maybe 2 maps to make it somewhat "thematic" I guess... like what I did with Ragnarok DM. Otherwise, it will just feel boring to have lots of weapons which basically do the same thing.
=== RAGNAROK DM ON ... uh... dead forever? ===
=== ALWAYS BET ON ... uh... dead forever? ===
=== Who wanta sum wang? ===
=== Death and Decay - A new Monster/Weapon replacer ===

Monsoon
 
Posts: 83
Joined: Mon Jun 04, 2012 7:09 am
Location: USA

RE: Who Dun It: RC Testing begins...

#469

Post by Monsoon » Mon Sep 03, 2012 10:02 am

alright you guys have your opinions and you're entitled to them, but in my opinion and lots of testing to back it up: (in a server with 10+ players the innocent who got the AA12 was unable to kill me before i facestabbed him and he emptied 2 (40 shells 75% of which only 1 - 2/8 pellets hit me) drums into my face)

the weapon is a good for support because it allows people to be saved from death at the murderer's or a team killers hands. While at the same time allows the murderer and any teamkilling noobs to mow down all the innocents/teammates.

Killer2
Banned
Posts: 110
Joined: Sun Jun 10, 2012 8:29 am
Banned: Permanently

RE: Who Dun It: RC Testing begins...

#470

Post by Killer2 » Mon Sep 03, 2012 10:13 am

I heavily don't agree to using an AA12 as an addon. If anything, it could be used in the new more techy maps, but taking a whole drum of AA12 shells without dying seems HIGHLY unrealistic. Good job on the gun though.

Killer2
Banned
Posts: 110
Joined: Sun Jun 10, 2012 8:29 am
Banned: Permanently

RE: Who Dun It: RC Testing begins...

#471

Post by Killer2 » Mon Sep 03, 2012 4:21 pm

The fucking stupid brick is OP. Some idiot stacked them near him in WDI02 and somehow brought me from 180 hp to like 50. THIS SHOULDN'T HAPPEN! How the hell does a support weapon be so BS? You can't catch up because of the stun. And if you dodge, he'll just pick another brick. Brick requires huge nerf. Killer out.

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

RE: Who Dun It: RC Testing begins...

#472

Post by Dynomic » Mon Sep 03, 2012 4:37 pm

Hello everyone,

So, I was recently working a map for WDI. This map still needs work, size and detail being the main areas. This is where I need some help. I can't think of more that I can add, and I can't think of any ways to detail much of this map. So far, this map can support at most 8 players (Player starts past 9 will be added later, now that I have the skulltag_actors file necessary for this). One of other trivial things I am working on is functional murderer hallways as of the moment.
I cannot supply screenshots because for some reason, whenever I take a screenshot it becomes very distorted (http://i.imgur.com/eOkud.png).

Download : http://www.mediafire.com/?auwnf1ssxwqtgej

EDIT : Map Updated, some rooms have been remodeled, and detail has been applied to most.

Constructive criticism is appreciated.
Last edited by Dynomic on Wed Sep 05, 2012 9:05 pm, edited 1 time in total.

Cruduxy
Zandrone
Posts: 1059
Joined: Fri Jun 08, 2012 4:24 pm

RE: Who Dun It: RC Testing begins...

#473

Post by Cruduxy » Mon Sep 03, 2012 4:55 pm

While fighting one of those brick campers.. a very effective tactic is dropping a fake stim (see its really underrated) on his bricks.. you can also catch the one he threw and toss it a bit further..
On a side note would it be overpowered to have fake stims apply stun on innocents who opened them?
[][][][][][][][][][][][][][][]
Nothing to see here
[][][][][][][][][][][][][][][]

Synert
Forum Regular
Posts: 228
Joined: Mon Jun 04, 2012 12:54 pm
Contact:

RE: Who Dun It: RC Testing begins...

#474

Post by Synert » Mon Sep 03, 2012 5:00 pm

Cruduxy wrote: On a side note would it be overpowered to have fake stims apply stun on innocents who opened them?
They don't really do much as they are if you run out quickly enough (unless that's been changed recently), so I think that'd be a good idea.

Theshooter7
Forum Regular
Posts: 262
Joined: Wed Jun 06, 2012 2:15 am

RE: Who Dun It: RC Testing begins...

#475

Post by Theshooter7 » Mon Sep 03, 2012 6:20 pm

Cruduxy wrote: On a side note would it be overpowered to have fake stims apply stun on innocents who opened them?
I agree that's actually a good idea.

I'll reduce the Brick damage a bit (30 damage in a single blow is a bit high for a projectile weapon and with the amount of bricks often found per map it can lead to issues like the ones mentioned) but you should have used smoke to conceal your approach, since it IS relatively difficult to hit accurately with the brick.
Image

Killer2
Banned
Posts: 110
Joined: Sun Jun 10, 2012 8:29 am
Banned: Permanently

RE: Who Dun It: RC Testing begins...

#476

Post by Killer2 » Mon Sep 03, 2012 6:24 pm

Totally forgot about the smoke. Though it wouldn't help that much, as I was mostly hit when I was pretty close (but not close enough for a stab). Anyways, reducing the damage seems like a good idea.
I've found a bug in the highschool map. The chainsaw room can be locked from the outside. Also, I suggest fists pushing players somehow in the first 30 seconds. Having someone block the gun safe on some maps (especially WDI10) is extremely annoying.

User avatar
Sicamore
Forum Regular
Posts: 315
Joined: Sun Jun 10, 2012 5:10 pm
Location: Toronto
Clan: Scientific DM Acad
Clan Tag: [SDA]
Contact:

RE: Who Dun It: RC Testing begins...

#477

Post by Sicamore » Mon Sep 03, 2012 10:07 pm

Dynomic wrote: Hello everyone,

So, I was recently working a map for WDI. This map still needs work, size and detail being the main areas. This is where I need some help. I can't think of more that I can add, and I can't think of any ways to detail much of this map. So far, this map can support at most 8 players (Player starts past 9 will be added later, now that I have the skulltag_actors file necessary for this). One of other trivial things I am working on is functional murderer hallways as of the moment.
I cannot supply screenshots because for some reason, whenever I take a screenshot it becomes very distorted (http://i.imgur.com/eOkud.png).

Download : http://www.mediafire.com/?9ut1teia2ay7a3u

Constructive criticism is appreciated.
Oh my god! You used the piano model I added but never used. Almost forgot about that one.

I played your map, and it's not bad. There are some things you could improve on, though, and most of them you listed yourself:

-More detail.
-More logical design, instead of linear rooms.
-Item placement is a bit too much. Things like ammo should be hard to find, same with keys and weapons.
-Some murderholes dont work properly.

I believe with a little detail and remodelling this could be a nice map. Keep up the good work.


EDIT:

I found some coolio music for when innocents run low. Let me know what you guys think.

---> http://www.sendspace.com/file/mw33ks
Last edited by Sicamore on Mon Sep 03, 2012 10:15 pm, edited 1 time in total.
Image

Capt.J3
 
Posts: 78
Joined: Wed Jun 06, 2012 1:51 pm
Location: United States

RE: Who Dun It: RC Testing begins...

#478

Post by Capt.J3 » Tue Sep 04, 2012 9:17 pm

TheShooter7, yeasterday, I've updated St.Mercy to beta3. I came here to let you know. :p

User avatar
Sicamore
Forum Regular
Posts: 315
Joined: Sun Jun 10, 2012 5:10 pm
Location: Toronto
Clan: Scientific DM Acad
Clan Tag: [SDA]
Contact:

RE: Who Dun It: RC Testing begins...

#479

Post by Sicamore » Tue Sep 04, 2012 10:26 pm

Peanut I played your map.

Wow.
Image

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

RE: Who Dun It: RC Testing begins...

#480

Post by Dynomic » Wed Sep 05, 2012 9:07 pm

I updated my map with more things, detail, rooms and the like. It should be ready to play in multiplayer, but there is still work to be done.
Link - http://www.mediafire.com/?auwnf1ssxwqtgej

The map also now has 3 Gun Spawners, with one M1 in place aswell.

Post Reply