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.
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
Worse still, The Murderer has a penchant for
being able to find the careless, regardless of
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
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)
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
*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.
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.
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
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