WhoDunIt - Finally Released!

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
Killer2
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RE: Who Dun It: RC Testing begins...

#481

Post by Killer2 » Wed Sep 05, 2012 10:00 pm

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

---> http://www.sendspace.com/file/mw33ks
The 30 second introduction doesn't fit with the others, but if you cut that out, this sounds like a great choice for when innocents are low.

Dynomic, I haven't seen your map but from your description it has 3 guns AND an M1? That sounds pretty crazy for any map!
Last edited by Killer2 on Wed Sep 05, 2012 10:00 pm, edited 1 time in total.

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

#482

Post by Dynomic » Wed Sep 05, 2012 10:05 pm

3 Spawners, not 3 definite weapons.
Last edited by Dynomic on Wed Sep 05, 2012 10:05 pm, edited 1 time in total.

Killer2
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RE: Who Dun It: RC Testing begins...

#483

Post by Killer2 » Wed Sep 05, 2012 10:07 pm

Ah, I understand now. Sorry about that. I recommend you make at least one of them spawn a gun every round, while making all three of them spawning impossible. Not sure how easy to do that is, however.

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

#484

Post by Dynomic » Wed Sep 05, 2012 10:12 pm

I can't do that, and I don't think that is possible.

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

#485

Post by Monsoon » Wed Sep 05, 2012 10:32 pm

shooter or whever is in charge of the mapping of wdi:

Please for the love of all that good in this world fix the key spawning on WDI03.



99.9% of the time the key doesnt spawn and when it does it spawns by the trashcan by the gun store only and nowhere else so please fix that for fuck sake
Last edited by Monsoon on Wed Sep 05, 2012 10:33 pm, edited 1 time in total.

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

#486

Post by TheMisterCat » Thu Sep 06, 2012 2:10 pm

monsoon, show a little respect.

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

#487

Post by Jigsaw » Thu Sep 06, 2012 6:46 pm

Yea, Shooter put a ton of effort into WDI, and WDI03 isn't his map anyway, so don't talk to him like that.

Anyway, the testing server is empty again, do we still need testing?

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

#488

Post by Michelle » Thu Sep 06, 2012 7:04 pm

I think the key in WDI03 spawns much more often than 00.1% of the time anyway....... :)

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

#489

Post by Sicamore » Thu Sep 06, 2012 8:27 pm

I think cutting 30 seconds out would be good, the beginning is a bit too long. Monsoon, talk to Zeberpal about that. Shooter7 is currently very busy trying to deliver this new material to the public. :P
Last edited by Sicamore on Thu Sep 06, 2012 8:29 pm, edited 1 time in total.
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Theshooter7
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RE: Who Dun It: RC Testing begins...

#490

Post by Theshooter7 » Thu Sep 06, 2012 8:52 pm

Jigsaw wrote:Anyway, the testing server is empty again, do we still need testing?
Nah, you guys can play with the test build if you want to, but I've finished acquiring information from the tests so now I just gotta squeeze time to work on it in between my work and school schedule.

@Monsoon: I've noted about the key and I'll see what I can do after Peanut has finished making his own modifications to the map.
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Sicamore
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RE: Who Dun It: RC Testing begins...

#491

Post by Sicamore » Sat Sep 08, 2012 12:45 am

I have cut the mp3 down to the parts where the music fits perfectly. It can now be added, if desired of course, to the existing endmusic collection.

---> http://www.sendspace.com/file/gv6whc
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BigDumbMan
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RE: Who Dun It: RC Testing begins...

#492

Post by BigDumbMan » Sat Sep 08, 2012 3:31 am

I think I've found a very appropriate soundtrack music. No idea if artist would let you use that music though. Probably would. Wouldn't care maybe? Anyway, I listen this music every time I play WDI, especially in WDI03.

http://www.youtube.com/watch?v=ZCj79gNwFg0
http://www.youtube.com/watch?v=80FE0BaKbpw
http://www.youtube.com/watch?v=yGW05V7nCOQ
http://www.youtube.com/watch?v=kC2Vd7AaKvI
http://www.youtube.com/watch?v=FWiT9ppSyFo

>Belbury Poly’s music recalls the churning synth sounds and dreamy analog forays of the 60s vanguard. Similar in tone and texture to Raymond Scott and the whole of the BBC Radiophonic Workshop’s 60s-70s output, Belbury Poly offers off-key melodies, muted rhythms and sounds both hopeful and spooky.
http://www.last.fm/music/Belbury+Poly

The full collection can be found in this torrent along with some other experimental musician work under The Ghost Box record label:
http://rutracker.org/forum/viewtopic.php?t=1801026
(I just want to halp, plz don't ban for pieeeeracy. SUPPORT THE ARTIST SUPPORT THE ARTIST :s)
Last edited by BigDumbMan on Sat Sep 08, 2012 3:44 am, edited 1 time in total.

Killer2
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RE: Who Dun It: RC Testing begins...

#493

Post by Killer2 » Sat Sep 08, 2012 11:20 am

Sicamore wrote: I have cut the mp3 down to the parts where the music fits perfectly. It can now be added, if desired of course, to the existing endmusic collection.

---> http://www.sendspace.com/file/gv6whc
That sounds just about right. I surely hope it will be implemented. As for the murd music in general, I'd have a suggestion. How about once one piece ends, another random one starts playing. As it is now (if I recall correctly), once the chosen piece stops playing it loops again.

Also, I've recently played a match in WDI05 as murd and can say the map is nearly borderline broken. First, there are WAY too many poolcues. Getting gang banged by pool cues is NOT fun.
Second, the map seems to have at least 2x as many meds as any other map. I think this should be remedied.
Lastly, the murd walls don't make connectivity between the 3 main areas (the main xbow room and adjacent rooms, the bar and the machinery room). This means that if the innocents have somehow isolated the murd in one of the rooms, it's pretty much game over for him. I think there have to be some walls that connect the machinery room to both the hallway and the bar, and walls that connect the bar to the xbow room
Also, the wall in the shovel room is bugged. One of the doors (the most useful one, to be more precise) is currently blocked by some sort of bug.

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

#494

Post by Sicamore » Sat Sep 08, 2012 1:28 pm

In surrounded, one of the reasons you can't connect the bar and xbow room is because they re two different buildings. You would need a teleporter of some kind. As for weapons and medkit spam, I have to agree .
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BigDumbMan
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RE: Who Dun It: RC Testing begins...

#495

Post by BigDumbMan » Sat Sep 08, 2012 1:29 pm

-[Deleted-
Last edited by BigDumbMan on Sat Sep 08, 2012 1:30 pm, edited 1 time in total.

Theshooter7
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RE: Who Dun It: RC Testing begins...

#496

Post by Theshooter7 » Sat Sep 08, 2012 1:43 pm

Killer2 wrote:Also, I've recently played a match in WDI05 as murd and can say the map is nearly borderline broken. First, there are WAY too many poolcues. Getting gang banged by pool cues is NOT fun.
Second, the map seems to have at least 2x as many meds as any other map. I think this should be remedied.
Lastly, the murd walls don't make connectivity between the 3 main areas (the main xbow room and adjacent rooms, the bar and the machinery room). This means that if the innocents have somehow isolated the murd in one of the rooms, it's pretty much game over for him. I think there have to be some walls that connect the machinery room to both the hallway and the bar, and walls that connect the bar to the xbow room
Also, the wall in the shovel room is bugged. One of the doors (the most useful one, to be more precise) is currently blocked by some sort of bug.
I recommend trying out the map in RC1b (which you should have). I've made changes to that map to fix the vent bug as you've described. Please let me know if it needs further tweaking. As for pool cues, they'll be getting some rebalancing (which has already been partly implemented in that RC), so their plentiful numbers on that map (and other maps) should have minimal effect once the balance changes are in place.
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Killer2
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RE: Who Dun It: RC Testing begins...

#497

Post by Killer2 » Sat Sep 08, 2012 1:59 pm

@Sicamore:There could be an air vent implemented directly on top of the tube that connects the two buildings.
@Shooter:The RC partly fixes it. You can go down it, but it is currently too steep to actually go up it, so yeah, it will probably need some further fixing. Also, I am glad the Pool Cues are receiving further tweaking.

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

#498

Post by Zeberpal » Sat Sep 08, 2012 3:53 pm

Killer2 wrote:
Sicamore wrote: I have cut the mp3 down to the parts where the music fits perfectly. It can now be added, if desired of course, to the existing endmusic collection.

---> http://www.sendspace.com/file/gv6whc
That sounds just about right. I surely hope it will be implemented. As for the murd music in general, I'd have a suggestion. How about once one piece ends, another random one starts playing. As it is now (if I recall correctly), once the chosen piece stops playing it loops again.
If only skulltag was good with sound commands and loops.
Oh yeah Shooter, can you please fix that key thing on wdi03, i don't have doom builder at the moment :/ It's either some spawns remove, or something is messed up in spawnspot script//
Last edited by Zeberpal on Sat Sep 08, 2012 3:55 pm, edited 1 time in total.
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Killer2
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RE: Who Dun It: RC Testing begins...

#499

Post by Killer2 » Sat Sep 08, 2012 4:45 pm

While you're at it, you could also fix the WDI06 Chainsaw door which can be locked from outside.

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

#500

Post by Sicamore » Sat Sep 08, 2012 7:29 pm

killer 2 you would need 3d floors on top of that which would take alot of extra work. However it is possible, and from personal experience, I know that it becomes very frustrating when you become stuck on one side of the map with nowhere to go.
Last edited by Sicamore on Sat Sep 08, 2012 7:30 pm, edited 1 time in total.
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