WhoDunIt: The Art of Deception
Lies. Deception. Murder. "Who is the murderer? Some never find out, if he is cunning enough to elude them for long enough. He is normal just like the rest of...
Filenames
whodunit.pk3
Size
84.48 MB
MD5
a4aac91427931f12eb0c2cc8b2f3f480
SHA-1
186723e14c08621087defe94c7117cbe46f06f1d
SHA-256
37fd115cd9745d69cab6b444321355fb3c47a05978d2d5bd0cbdc5569cb68d32
WAD Type
PK3
IWAD
Doom II
Engines
Zandronum, SKULLTAG, Limit Removing
Lumps
5555
Maps
TITLEMAP, WDI01, WDI02, WDI03, WDI04, WDI05, WDI06, WDI07, WDI08, WDI09, WDI10, WDI11, WDI12, WDI13
Download
Read Me
Uploader: [email protected] =========================================================================== Advanced engine needed : Zandronum 1.0 or above Primary purpose : Murder Simulator =========================================================================== Title : WhoDunIt: The Art of Deception Filename : whodunit.pk3 Release date : 11/30/2012 Author : Conflagrated, Theshooter7, TheMisterCat, Peanut, Zeberpal, et al. Description : Lies. Deception. Murder. "Who is the murderer? Some never find out, if he is cunning enough to elude them for long enough. He is normal just like the rest of us, if not a little bit too normal. He is you, and he is me. He is inside the walls, and he is waiting. Even more interesting is this: If the "murderer" simply blends in and waits, keeping his knife hidden and watching as the innocents off each other one by one, is he still the monster? Sometimes the "innocents" kill more than the "murderer" does. So who is sane? Don't think about it too long, or you'll become distracted enough for him (or me, or that other guy) to sneak up behind you. Good luck." -WhiteRabbit on "WhoDunIt" WhoDunIt is a custom gamemode for Zandronum that rewards the observant, and punishes the clumsy. The game starts with all the players spawning in various locales, armed with little but their fists and an array of melee weapons scattered around the levels. After a short while, one player is chosen as the Murderer. The Murderer's goal is simple: Murder everyone. His preferred method to deliver death? A sliver of metal between the vertebrae. The Murderer has to be cautious, though! For while the knife is the most efficient and satisfying method of taking out others, drawing it is very loud and visually obvious; Marking him as the largest threat in the room, usually ending with him in a corner getting his skull bashed in by 'The Innocents'. To make matters worse, all these deaths have left the Murderer with a constantly draining sanity, eventually losing it and committing suicide when unable to watch something squirm and die. Fortunately, the trademarked knife he carries isn't the only weapon at his disposal; Poisonous chlorine gas, remote cameras, smoke bombs, poisoned first-aid kits, and even Automated trip-wire shotguns allow The Murderer to manipulate and destroy his prey. But what happens when The Murderer blends in a little too well? What happens if somebody loses it and kills someone completely innocent? Two mistakes. That's all you get before you are removed from the game instantly. After an Innocent kills one Innocent, he is marked with a Yellow Aura, enabling other players to beat him to within an inch of his life before being allowed to venture with the others. Another mistake? You won't be heard from again... Worse still, The Murderer has a penchant for being able to find the careless, regardless of their location. Additional Credits to : Wartorn, Minigunner, Mooseknuckle, Tribeam, Fusion, Darkfyre, Synert, Lightman, Espi, Capt J3. DarkKnight, Cruduxy, Jimmy91, Killer2, XSnake, Marty Kirra, Jigsaw, Sicamore, WildWeasel, and anyone else possibly forgotten, it's been a long development time and keeping track of everyone who has possibly been involved at some point is near impossible. =========================================================================== * What is included * New levels : Yes, 13 stock maps Sounds : Yes Music : Yes Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : New Gamemode Other files required : None * Play Information * Game : Doom 2 Map # : WDI01 - WDI13 Single Player : Player starts only Cooperative 2-4 Player : Player starts only Deathmatch 2-4 Player : No Other game styles : Gamemode must be set to "Survival" for it to work properly, recommended 6-24 players See "Additional Notes" Difficulty Settings : Not implemented * Construction * Base : New from scratch Build Time : Roughly more than 2 years Editor(s) used : Doom Builder 2, GZDoom Builder 2, XWE, Slade3, Photoshop, MSPaint, a number of others for things like models etc. Known Bugs : There are likely a few map-related bugs or some odd things here or there because of Zandronum's net code and ACS behaving strangely at times, but it shouldn't cause anything to utterly break; that being said, stability cannot be guaranteed but the authors have done their best to make the experience as bug-free as possible May Not Run With... : Any source port other than Zandronum =========================================================================== Additional Notes: SERVER RUNNERS -- The scripts included for the game mode automatically set server options to optimal settings in order for the game mode to work as intended. However, there are some cvars that can be set on the server end for a bit of control, and they are as follows: wdi_blacklist_rounds <amount> -- Sets the number of rounds ex-murderers cannot be the murderer for. (Default: 5) wdi_murd_healthbonus <amount> -- Sets the extra maximum health the murderer gets per player. (Default is 10) wdi_murd_maxbonus <amount> -- Sets the MAXIMUM health murderer can have. (So if you don't want him to have 400 health in a 32 player game, use this) (Default: 0/unlimited) wdi_safety_time <time> -- Sets the time, in seconds, that players have to setup before the murderer is chosen.(Default: 30) PLAYERS -- There are help graphics that can be shown if you press F1 while in game. However, due to an issue with Zandronum, only the first of four pages will show up, which just has general play info. If this is the case, start the game in single player, where all F1 pages should properly show. There is also a cvar that can be used, but A MAJOR WARNING: It has been reported to cause extreme performance problems when used, especially on lower-end machines. Use at your own risk. The cvar is: wdi_filmgrain_level <level> -- (CLIENT) Sets the type of film grain to use. 0: Off, 1: Coarse, 2: Fine. (Default: 0) Disable it if you begin to experience problems with it on. It will enable a cinematic-esque film grain effect. ABOUT WDI04: "CONFINEMENT" A.K.A. "WHY DOES THIS LOOK REALLY FAMILIAR? - Yes, WDI04 "Confinement" is a modification of map32 from Hellcore (hc092604.wad, 2004 Cacoward Recipient). Permission had been obtained from the authors of the map for use in this project with modifications to suit the gameplay needs and flush it out a bit. Some other tips and things to note: *If the game is really dark, try upping your brightness in the options menu. The maps were designed to be mostly dark and gloomy, but not to a degree where they wouldn't be fun to play on. As such, if visibility is a problem, turning up the brightness a notch or two should help. *OpenGL mode is practically required to play this mod to it's fullest extent. While 3D Floors have made their way into the software renderer at long last, this mod relies very heavily on dynamic lighting as well, with several maps consisting of almost nothing but dynamic lights to provide illumination. There are also a few items that utilize dynamic lights for their primary function. Therefore, without OpenGL mode, the already dark maps may become impossibly dark for players who do not use OpenGL. *Be sure to bind the new controls in the options menu. These will allow you to quickly use medkits when needed, or use particular murderer items. However, every item in the inventory is accessible by the normal inventory selection means, if one were to opt for that instead. Below is provided an alias which will ease with inventory selection: simply hold the 'q' key and the mouse wheel will select inventory items. Release to have it select weapons again. Modify it as seen fit. The alias: bind q "+invselect" alias +invselect "bind mwheelup invnext;bind mwheeldown invprev" alias -invselect "bind mwheelup weapnext;bind mwheeldown weapprev" *THIS WILL NOT WORK WITH BOTS! Well, it will work, but it'll often bug out because Zandronum's ACS treats bots a special way or something. In either case, the bots won't react or do anything in survival mode other than blindly run around, so it won't be much fun. Needless to say with that, this mod is intended for online multiplayer only. =========================================================================== MAP LIST =========================================================================== Title: Author(s) --------------------------------------------------------------------------- WDI01: Asylum Peanut WDI02: Now Museum, Now You Don't! TheMisterCat WDI03: Clock Town Chase Zeberpal WDI04: Confinement "Fusion" & "Darkfyre" WDI05: Men's Night Out Sicamore WDI06: Surrounded XSnake WDI07: Cradle Under The Star Conflagrated & Minigunner WDI08: St. Mercy Hospital Capt. J3 WDI09: Sewer Showdown TheMisterCat WDI10: Slaughter Seminar Capt. J3 WDI11: Bunker Down Theshooter7 WDI12: Where-House Sicamore WDI13: Echo Ridge Peanut =========================================================================== * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. Authors MAY use the content of the included source files in the /src directory of the pk3 for their own project, so long as proper credit is given. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors
Uploader: [email protected] =========================================================================== Advanced engine needed : Zandronum 1.0 or above Primary purpose : Murder Simulator =========================================================================== Title : WhoDunIt: The Art of Deception Filename : whodunit.pk3 Release date : 11/30/2012 Author : Conflagrated, Theshooter7, TheMisterCat, Peanut, Zeberpal, et al. Description : Lies. Deception. Murder. "Who is the murderer? Some never find out, if he is cunning enough to elude them for long enough. He is normal just like the rest of us, if not a little bit too normal. He is you, and he is me. He is inside the walls, and he is waiting. Even more interesting is this: If the "murderer" simply blends in and waits, keeping his knife hidden and watching as the innocents off each other one by one, is he still the monster? Sometimes the "innocents" kill more than the "murderer" does. So who is sane? Don't think about it too long, or you'll become distracted enough for him (or me, or that other guy) to sneak up behind you. Good luck." -WhiteRabbit on "WhoDunIt" WhoDunIt is a custom gamemode for Zandronum that rewards the observant, and punishes the clumsy. The game starts with all the players spawning in various locales, armed with little but their fists and an array of melee weapons scattered around the levels. After a short while, one player is chosen as the Murderer. The Murderer's goal is simple: Murder everyone. His preferred method to deliver death? A sliver of metal between the vertebrae. The Murderer has to be cautious, though! For while the knife is the most efficient and satisfying method of taking out others, drawing it is very loud and visually obvious; Marking him as the largest threat in the room, usually ending with him in a corner getting his skull bashed in by 'The Innocents'. To make matters worse, all these deaths have left the Murderer with a constantly draining sanity, eventually losing it and committing suicide when unable to watch something squirm and die. Fortunately, the trademarked knife he carries isn't the only weapon at his disposal; Poisonous chlorine gas, remote cameras, smoke bombs, poisoned first-aid kits, and even Automated trip-wire shotguns allow The Murderer to manipulate and destroy his prey. But what happens when The Murderer blends in a little too well? What happens if somebody loses it and kills someone completely innocent? Two mistakes. That's all you get before you are removed from the game instantly. After an Innocent kills one Innocent, he is marked with a Yellow Aura, enabling other players to beat him to within an inch of his life before being allowed to venture with the others. Another mistake? You won't be heard from again... Worse still, The Murderer has a penchant for being able to find the careless, regardless of their location. Additional Credits to : Wartorn, Minigunner, Mooseknuckle, Tribeam, Fusion, Darkfyre, Synert, Lightman, Espi, Capt J3. DarkKnight, Cruduxy, Jimmy91, Killer2, XSnake, Marty Kirra, Jigsaw, Sicamore, WildWeasel, and anyone else possibly forgotten, it's been a long development time and keeping track of everyone who has possibly been involved at some point is near impossible. =========================================================================== * What is included * New levels : Yes, 13 stock maps Sounds : Yes Music : Yes Graphics : Yes Dehacked/BEX Patch : No Demos : No Other : New Gamemode Other files required : None * Play Information * Game : Doom 2 Map # : WDI01 - WDI13 Single Player : Player starts only Cooperative 2-4 Player : Player starts only Deathmatch 2-4 Player : No Other game styles : Gamemode must be set to "Survival" for it to work properly, recommended 6-24 players See "Additional Notes" Difficulty Settings : Not implemented * Construction * Base : New from scratch Build Time : Roughly more than 2 years Editor(s) used : Doom Builder 2, GZDoom Builder 2, XWE, Slade3, Photoshop, MSPaint, a number of others for things like models etc. Known Bugs : There are likely a few map-related bugs or some odd things here or there because of Zandronum's net code and ACS behaving strangely at times, but it shouldn't cause anything to utterly break; that being said, stability cannot be guaranteed but the authors have done their best to make the experience as bug-free as possible May Not Run With... : Any source port other than Zandronum =========================================================================== Additional Notes: SERVER RUNNERS -- The scripts included for the game mode automatically set server options to optimal settings in order for the game mode to work as intended. However, there are some cvars that can be set on the server end for a bit of control, and they are as follows: wdi_blacklist_rounds <amount> -- Sets the number of rounds ex-murderers cannot be the murderer for. (Default: 5) wdi_murd_healthbonus <amount> -- Sets the extra maximum health the murderer gets per player. (Default is 10) wdi_murd_maxbonus <amount> -- Sets the MAXIMUM health murderer can have. (So if you don't want him to have 400 health in a 32 player game, use this) (Default: 0/unlimited) wdi_safety_time <time> -- Sets the time, in seconds, that players have to setup before the murderer is chosen.(Default: 30) PLAYERS -- There are help graphics that can be shown if you press F1 while in game. However, due to an issue with Zandronum, only the first of four pages will show up, which just has general play info. If this is the case, start the game in single player, where all F1 pages should properly show. There is also a cvar that can be used, but A MAJOR WARNING: It has been reported to cause extreme performance problems when used, especially on lower-end machines. Use at your own risk. The cvar is: wdi_filmgrain_level <level> -- (CLIENT) Sets the type of film grain to use. 0: Off, 1: Coarse, 2: Fine. (Default: 0) Disable it if you begin to experience problems with it on. It will enable a cinematic-esque film grain effect. ABOUT WDI04: "CONFINEMENT" A.K.A. "WHY DOES THIS LOOK REALLY FAMILIAR? - Yes, WDI04 "Confinement" is a modification of map32 from Hellcore (hc092604.wad, 2004 Cacoward Recipient). Permission had been obtained from the authors of the map for use in this project with modifications to suit the gameplay needs and flush it out a bit. Some other tips and things to note: *If the game is really dark, try upping your brightness in the options menu. The maps were designed to be mostly dark and gloomy, but not to a degree where they wouldn't be fun to play on. As such, if visibility is a problem, turning up the brightness a notch or two should help. *OpenGL mode is practically required to play this mod to it's fullest extent. While 3D Floors have made their way into the software renderer at long last, this mod relies very heavily on dynamic lighting as well, with several maps consisting of almost nothing but dynamic lights to provide illumination. There are also a few items that utilize dynamic lights for their primary function. Therefore, without OpenGL mode, the already dark maps may become impossibly dark for players who do not use OpenGL. *Be sure to bind the new controls in the options menu. These will allow you to quickly use medkits when needed, or use particular murderer items. However, every item in the inventory is accessible by the normal inventory selection means, if one were to opt for that instead. Below is provided an alias which will ease with inventory selection: simply hold the 'q' key and the mouse wheel will select inventory items. Release to have it select weapons again. Modify it as seen fit. The alias: bind q "+invselect" alias +invselect "bind mwheelup invnext;bind mwheeldown invprev" alias -invselect "bind mwheelup weapnext;bind mwheeldown weapprev" *THIS WILL NOT WORK WITH BOTS! Well, it will work, but it'll often bug out because Zandronum's ACS treats bots a special way or something. In either case, the bots won't react or do anything in survival mode other than blindly run around, so it won't be much fun. Needless to say with that, this mod is intended for online multiplayer only. =========================================================================== MAP LIST =========================================================================== Title: Author(s) --------------------------------------------------------------------------- WDI01: Asylum Peanut WDI02: Now Museum, Now You Don't! TheMisterCat WDI03: Clock Town Chase Zeberpal WDI04: Confinement "Fusion" & "Darkfyre" WDI05: Men's Night Out Sicamore WDI06: Surrounded XSnake WDI07: Cradle Under The Star Conflagrated & Minigunner WDI08: St. Mercy Hospital Capt. J3 WDI09: Sewer Showdown TheMisterCat WDI10: Slaughter Seminar Capt. J3 WDI11: Bunker Down Theshooter7 WDI12: Where-House Sicamore WDI13: Echo Ridge Peanut =========================================================================== * Copyright / Permissions * Authors may NOT use the contents of this file as a base for modification or reuse. Permissions have been obtained from original authors for any of their resources modified or included in this file. Authors MAY use the content of the included source files in the /src directory of the pk3 for their own project, so long as proper credit is given. You MAY distribute this file, provided you include this text file, with no modifications. You may distribute this file in any electronic format (BBS, Diskette, CD, etc) as long as you include this file intact. I have received permission from the original authors of any modified or included content in this file to allow further distribution. * Where to get the file that this text file describes * The Usual: ftp://archives.3dgamers.com/pub/idgames/ and mirrors