WhoDunIt - Finally Released!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Killer2
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RE: WhoDunIt - Finally Released!

#721

Post by Killer2 » Fri Jan 04, 2013 8:31 pm

The wrench's delay is already lower than shovel's.

Killer2
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RE: WhoDunIt - Finally Released!

#722

Post by Killer2 » Sat Jan 05, 2013 11:42 am

Sorry for the double post, but I have some important feedback I'd like go give:

Firstly, the sewers map is broken, there are several murd holes that can be accesed by innocents (without murd's help, they can just open the doors themselves).

Second, I think the score is calculated way too much in favour of the murd. I'm sure people remember the time "A" was pretty difficult to get, and "S" rank was almost impossible. Now, you can get "A" rank even if you didn't kill anybody, and I personally got "S" even though I used 7 meds and 1 berth.
Proposed solutions:
-make "S" rank not allow any leeway (as in, no items), and make items only usable for murds who backstab. I agree it's almost impossible to not use items since innocents have been buffed to make up for murd's items respawning. A good murd should still get 1-2 backstabs/match, allowing them to use 2-4 meds or 1-2 berths;

-nerf backstabs to 2 points/backstab. I am not sure how many points it currently gives, but I believe the value is too high;

-give rank "A" a leeway of maximum 5 points (although I'd say 4 myself), so not anyone who used tons of items and didn't even kill everyone can get it.

That's all for now. Hope this helps!

PREPPER
 
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RE: WhoDunIt - Finally Released!

#723

Post by PREPPER » Sun Jan 06, 2013 12:45 am

I think the previous version had a better damage in all the wepons, except for pipe. Is only my personal opinion, no a suggest. Because for example the shovel now hit 40-50 hp x hit if you are a little wounded 2 hit or less can kill u. I remember the check with shovel and no was easy to see whos the murder, now u hit one time and the ppl use meds immediately

Sica what happen with the maps, i remember some preview ??
Last edited by PREPPER on Sun Jan 06, 2013 12:51 am, edited 1 time in total.

ThePurpleDude
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RE: WhoDunIt - Finally Released!

#724

Post by ThePurpleDude » Sun Jan 06, 2013 1:54 am

Heya, I have been playing whodunnit for the first time and I never looked back. It was so awesome but anyways, I was quite unsure where all the shottys and handguns were at the time but still, great fun.

Reminds me of cluedo too lol

Capt.J3
 
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RE: WhoDunIt - Finally Released!

#725

Post by Capt.J3 » Sun Jan 06, 2013 3:26 am

Hey again!
I'm making an new map, which is going to be part of a new mappack for WDI!
It is egyptian themed!
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You guys like it??
Last edited by Capt.J3 on Sun Jan 06, 2013 3:28 am, edited 1 time in total.

Catastrophe
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RE: WhoDunIt - Finally Released!

#726

Post by Catastrophe » Sun Jan 06, 2013 6:05 am

That looks awesome, but the lack of items is kind of annoying.

Capt.J3
 
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RE: WhoDunIt - Finally Released!

#727

Post by Capt.J3 » Sun Jan 06, 2013 2:35 pm

Eh, They aren't done. I ususally add items in the map after I'm done with making the layout and detailing it. lol
Last edited by Capt.J3 on Sun Jan 06, 2013 2:36 pm, edited 1 time in total.

PREPPER
 
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RE: WhoDunIt - Finally Released!

#728

Post by PREPPER » Mon Jan 07, 2013 5:03 pm

Looks awesome cap, nice enviroment, one suggest if you are making many columns is try to make low polys, cuz will lagg like "Men's Night Out" with many items lights.
This my advance too XD, is funcional!!.
Image
Last edited by PREPPER on Mon Jan 07, 2013 5:07 pm, edited 1 time in total.

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Zeberpal
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RE: WhoDunIt - Finally Released!

#729

Post by Zeberpal » Mon Jan 07, 2013 5:22 pm

LoL!
Funny thing i've been drawing today some arcade devices for my map as well :O
Image ImageImage

MarkuzESP
 
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RE: WhoDunIt - Finally Released!

#730

Post by MarkuzESP » Tue Jan 08, 2013 1:44 pm

"Lots of years ago I knew the history of a man who got backstabbed while playing Doom in an arcade machine..."

Those screenshots look very good for both Capt and Prepper maps.
Must... not... Derp!!!

Toxiq
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RE: WhoDunIt - Finally Released!

#731

Post by Toxiq » Tue Jan 08, 2013 2:02 pm

Woo! Its finally released! ...of course im finding this out a bit late and ofc my computer has a seizure before its released to I cant play it but hey, at least I know the job was done and that it was finally released, good job Shooter.
:V <--- the official language of WDI

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Sicamore
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RE: WhoDunIt - Finally Released!

#732

Post by Sicamore » Wed Jan 09, 2013 12:06 am

I don't think capt is using models for those columns. Is he?
Image

Capt.J3
 
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RE: WhoDunIt - Finally Released!

#733

Post by Capt.J3 » Wed Jan 09, 2013 3:15 am

Sicamore wrote: I don't think capt is using models for those columns. Is he?
Nope they're not 3d- models! I make them though doombuilder. :P

Jigsaw
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RE: WhoDunIt - Finally Released!

#734

Post by Jigsaw » Thu Jan 10, 2013 5:50 pm

Halls Of Silence v2 is released!
Changelog:
- Added extra player starts to prevent crashes, telefragging and invisible players
- Added 2 extra murder hole entrances to the sound emitter room, also marked this room with 2 exclamation marks
- Added some detail to the corridors which were a bit too blunt earlier
- Added gates and shelves to various locations
- Fixed small texture misalignments
- Fixed floor/ceiling misalignments on various locations
- Added 2 extra windows on the upper corridor
- Fixed murder hole markers (I didn't know when to use white/blue lol [/noob])
- Tweaked some unnecessary ACS entries
- Modified the running saw animation ANIMDEFS, it is clean now and gets bloody only if it cuts into someone
- Fixed some doors which didn't have Lower Unpegged
- Redid some parts of the bathrooms (added models)

Here it is:
http://www.sendspace.com/file/7e2v0l
Please update your files.

EDIT: Just a screenshot from this new little thing I'm working on, I know it's a bit dark but I can't do much about it...
Spoiler: WARNING large picture! (Open)
Image
Last edited by Jigsaw on Thu Jan 10, 2013 5:59 pm, edited 1 time in total.

Killer2
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RE: WhoDunIt - Finally Released!

#735

Post by Killer2 » Fri Jan 11, 2013 3:55 pm

Just for the record, I witnessed someone get rank S with 8 meds and 6 berths. This is just madness!

Cruduxy
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RE: WhoDunIt - Finally Released!

#736

Post by Cruduxy » Fri Jan 11, 2013 5:12 pm

I agree with killer.. S = perfect so it should be given only to not a single stim users!
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Jigsaw
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RE: WhoDunIt - Finally Released!

#737

Post by Jigsaw » Fri Jan 11, 2013 6:13 pm

Agreeing. Perfect is called "Perfect" for a reason. But since the development stopped already, I don't really know what could we do, it needs a patch or something. If I manage to compile the WDI code, I might fix these things, add a double-murderer mode and things like this.

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Zeberpal
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RE: WhoDunIt - Finally Released!

#738

Post by Zeberpal » Fri Jan 11, 2013 6:49 pm

Jigsaw wrote: add a double-murderer mode and things like this.
It will be refreshing, but if you do it should be really rare scenario, and preferably map-side. E.g. in my new maps it'll be bugged, since I mess a lot with murderer stuff and code.
Besides, just looking at the src code stuff which is connected with the murderer, I'm sure it will make you drop that idea easily.
Last edited by Zeberpal on Fri Jan 11, 2013 6:53 pm, edited 1 time in total.
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Cruduxy
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RE: WhoDunIt - Finally Released!

#739

Post by Cruduxy » Fri Jan 11, 2013 8:31 pm

Some puke commands of the scripts already in wdi will allow a double murd mode!!
Too bad I forgot which scripts we used to puke I'll post them once I remember :)
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Ermac
 
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RE: WhoDunIt - Finally Released!

#740

Post by Ermac » Sun Jan 13, 2013 12:47 pm

Well here are some tips:
1. To overcome lag causing by dynamic lights (gl_lights_size affects the most):
- gl_lights_intensity 16.0 (you go above the slider limit, which is 1)
- you use those macros for lights control:
[spoiler]

Code: Select all

alias licht0 "gl_lights 0; echo \\cbLights\\cj: \\cmOff; alias swl licht1"
alias licht1 "gl_lights 1; gl_lights_size 0.625; echo \\cbLights\\cj:\\cgO\\chN\\cg0\\cb.\\ch625; alias swl licht2"
alias licht2 "gl_lights 1; gl_lights_size 1; echo \\cbLights\\cj: \\caO\\cnN; alias swl licht0"

alias swl licht0
bind x swl
[/spoiler]

2. You have to report if you see the murd in the way which Innocents can instantly comprehend it and take into action. You first tell where and then you say the color. Word "where" is the most important. I think binded messages are necessary to avoid be stabbed to death while typing.
Last edited by Ermac on Sun Jan 13, 2013 12:52 pm, edited 1 time in total.
Love God with all your heart, soul, strength, and mind, and loving your neighbor as yourself. -Jesus Christ

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