DUMP Episode 3: BFG Edition [map + weapons released]

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Vbob
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by Vbob »

Vbob wrote:Here's what I have so far. It's not very pretty at the moment and I need to tweak some of the gameplay, but I think this makes for a good first draft.
Link
Name: Ruins & Lava
Credits: N/A (no custom resources used)
Quote: "Wow, that's a lot of red textures"
Updated the map, changes are with it in a text file. I'm still debating what music to use, heh

New link
Last edited by Vbob on Tue Jun 07, 2016 8:30 pm, edited 2 times in total.
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Kappes Buur
 
 
Posts: 4177
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Graphics Processor: nVidia (Legacy GZDoom)
Location: British Columbia, Canada
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by Kappes Buur »

Vbob wrote:Updated the map, .....
Wow, tough map. One thing though, nasty HOM when the platforms come down
Spoiler:
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Vbob
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by Vbob »

Kappes Buur wrote:
Vbob wrote:Updated the map, .....
Wow, tough map. One thing though, nasty HOM when the platforms come down
Spoiler:
fixed, thanks! (I'll be updating the link shortly)

Edit: the fixed version should be up now
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Yholl
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by Yholl »

croguy wrote:I tried to make the altfire work best for piles of weaker enemies, while primary fire was supposed to be a burst sniper type of deal. But yeah, I could possibly rework the graphics somewhat(even though I really like the projectile
The altfire at the very least needs some serious changes to ammo consumption. 50 cells for a slightly better than normal rocket. It's using more ammo than the BFG for something that sometimes even Revenants survive. Drop down the ammo consumption on that, I reckon.

Really cool gun, apart from that. I like it, especially the altfire's appearance.
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Wivicer
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by Wivicer »

StatisticalHourglass wrote:hey it's great you made the music, map look pretty cool, is it going to be nonlinear?
That's the idea. One step at a time, though.
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croguy
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by croguy »

Yholl wrote:
croguy wrote:I tried to make the altfire work best for piles of weaker enemies, while primary fire was supposed to be a burst sniper type of deal. But yeah, I could possibly rework the graphics somewhat(even though I really like the projectile
The altfire at the very least needs some serious changes to ammo consumption. 50 cells for a slightly better than normal rocket. It's using more ammo than the BFG for something that sometimes even Revenants survive. Drop down the ammo consumption on that, I reckon.

Really cool gun, apart from that. I like it, especially the altfire's appearance.
Gotcha. I went back and did some revisions. Altfire consumes 20 cells now, has a bit beefier damage and radius, an extra sprite to compensate for that, and I also made the gun's black parts a bit brighter to offset the dark tones. It should be about the same damage rate when compared to the stock Plasma Rifle now. Maybe a bit stronger.
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Eevee
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by Eevee »

I have to say, having two weeks instead of one is way better.
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President People
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by President People »

Kinsie wrote:Download link: Click Here!
Name: Holy Water Pistol
Credits: See CREDITS.TXT in the PK3.
Tier: Shotgun

Image
Unfortunately, Zandronum doesn't have flags for A_FireCustomMissile yet, and is restricted to the aim field. Works fine once you remove those, though.
floatRand
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by floatRand »

Might as well post this one here as well, in case someone wants to try it out.
- Link: https://dl.dropboxusercontent.com/u/527 ... f/Felt.zip
- Name: Felt
- Credits:
Map: floatRand
Textures: cc4tex, compiled by Esselfortium ( see cc4-tex.txt for info ).
Midi: Top Floor ( Castlevania: Aria Of Sorrow ), sequenced by Jorge D. Fuentes.

- Quote:
"Shh."
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Deviluke Roy
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A Dump on working maps

Post by Deviluke Roy »

StatisticalHourglass wrote:there's a bunch of errors and it doesn't load the map. something about linedef 520 not having a front side and an acs error and some other stuff.
Shoot. Why didn't I test the map?

Well, when I get home, I'm going to fix it. And Actually test it. Also, I don't remember using Acs.
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President People
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by President People »

WEAPON:
• Download link: https://www.dropbox.com/s/54s0lmo1c91xy ... 3.pk3?dl=0
• Name: MultiHex Device (Actor: DUMP3MultiHexDevice)
• Credits:
· Digital Cafe (Base weapon sprite)
· Weapon Hand Templates thread (Gloved fist used as a base for recoloring the Chex hand)
· id Software, Bungie Software, LucasArts, Project STORM Team, High Risk Ventures (Sounds - individual credits in SNDINFO)
· Additional resources by myself (Hexagons, hexagons and hexagons)
• Tier: BFG9000

Image

NOTE: Now requires the weapon test .wad to run.

A compact device that generates a personal shield. One press of the primary trigger spends 30 cells to create a shield comprised of seven hexagonal units, each capable of sustaining seven hits before shattering. The shield follows you, and remains at the angle you initially fired it, even after switching weapons! Monsters may not pass through the shield, but will still target you through it. Only one set of shields may be active at a time, and pressing the trigger again discards the current shield while creating a new set at the cost of another 30 cells.

The alt-fire is a bit different, and requires at least one of the seven units to be active in order to power it. Pressing and holding the trigger will align the shield's angle with your current facing and grant the shield +REFLECTIVE for 1 cell every 4 tics. In addition, after 20 tics, the shield will start to flicker and begin regenerating 1 hit point every 7 tics. Releasing the trigger and pressing it again during this time will deploy the shield to its current location for 1800 tics (if at full hit points) or until it is destroyed. You can place up to twenty-one individual hexes in this way.

Spoiler: Changelog
Last edited by President People on Sun Oct 16, 2016 2:30 am, edited 2 times in total.
StatisticalHourglass
Posts: 170
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by StatisticalHourglass »

jeez that's so useful and extremely cool! the energy requirement may be a little much for a defensive only device, but I haven't tested it much.
graphics, animation and sound all blend together really well too.
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KarolineDianne
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by KarolineDianne »

My map is finally fully playable, though probably still in need of a lot of tinkering.

Map Name: The Darkness Beyond

Link: https://www.dropbox.com/s/vq6wr08dfj06m ... e.pk3?dl=0

Credits: Doom 2, Music and ambience from Doom64

This is my first ever foray into Doom mapping, but I tried something a bit ambitious for my starter project. I wanted something moody and atmospheric, like Quake 1 and Doom64. Dark and spooky, and full of fancy tricks. Hope you all enjoy it, and lemme know what sorts of rebalancing it needs to be more playable.
StatisticalHourglass
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by StatisticalHourglass »

the ambiance is pretty good, I genuinely didn't want to enter the portal, could have done with a little more wandering around the base before that, but it still worked.
gameplay though needs a lot of work, the level was really easy and I only shot at the monsters because I wanted to, for example the entrance to the castle with the keys could use a couple revenants to keep players on their toes, same with the red key battle, knights in a rectangle room don't make for a very interesting fight, you could throw some demons or maybe make those pillars actually serve a gameplay purpose.
fighting underwater could be a possibility too.
I like the spatial distortion a lot, I wouldn't mind even more of that.
overall pretty good, if a bit short.
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Deviluke Roy
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by Deviluke Roy »

Well, I forgot the triggers for a lot of stuff. Oops!

Edit: For some reason, Slade3's map making thing makes me do some skagooodavagoo to test the map when I can just play the wad instead. Ah well.
Also, I'm using Zandronum 2.12, but since I'm not using scripts I think I'm fine.
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