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

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Snarboo
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Snarboo »

Zerrer wrote:I like it! Personally, though, the way the firing works is a little weird. While the fire-rate does increase with the altfire, it feels weird to just 'lift up second gun, fire, lower it again'.
Yeah, right now it's not really clear that you can hold down the secondary fire to continuously fire both. I'm looking into how you can fire both weapons using either fire button, or I could make the dual weapons a toggle instead! The latter seems like the best solution.
Zerrer wrote:If I were you, I might set it up so that you can main-fire to shoot one gun (Then mainfire again to shoot the other), while the altfire shoots both guns at once. Or something.
That's another idea!
ChrisR91
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Joined: Sun Mar 11, 2007 12:31 am

Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by ChrisR91 »

Oh hey I actually finished this map and am awaiting criticsm. Plus some screenies if anyone wants to take a look

Download link: https://www.dropbox.com/s/rpuyd5xefgj7d ... p.wad?dl=0

Screenshots: http://imgur.com/a/x5zLu
Name: Urban Hell
Credits: Realm667 & 3DRealms (textures), Square Enix (music) iD Software (Sky)
Quote: I dare you restart the level on Ultra Violence. Also mapping is fun, and made better when you learn by doing!

UPDATE: Now no need for duketex.wad WOO oh and also MAPinfo stuff I should've added in the first release.
Last edited by ChrisR91 on Fri Jul 01, 2016 3:42 am, edited 3 times in total.
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leodoom85
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by leodoom85 »

Hey, Beed28, i just played your map and it was an unique and nice concept to see (at first i was like wtf). I didn't expect that the map was challenging and sometimes can be a little frustrating if you're not accostumed to the bouncing motion (the cyberdemon room could be one example). Anyway, it was a good map and a it is appreciated to see something different in Doom. :thumb:
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NeuralStunner
 
 
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by NeuralStunner »

Zerrer wrote:Fun fact- if you Confuse an archvile the very moment it raises something, that something becomes your FOREVER FRIEND.
:D

Unsure if I should "fix" that or not. (By making the confuse effect force Pain state, thus interrupting whatever the monster was doing. This would also make it more useful in combat perhaps.)

I'm also thinking of doubling the stun time,since it's currently not that useful against anything tougher than an Imp, unless you soften them up first. (The gun currently gives 35000 "points" of stun time, which is reduced by the victim's current HP each tic. This halts a fresh Cyberdemon for almost exactly 1/4 of a second. So a 2x buff still wouldn't be that powerful against big things.)

I should probably also make the altfire unable to trigger projectile lines...
Zerrer
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Zerrer »

NeuralStunner wrote: :D

Unsure if I should "fix" that or not.
Personally, I wouldn't. It takes exact timing, because the Confuse on an archvile lasts only two or three seconds- not even enough for a second revive. It's a hidden feature that way, if you leave it in.
Stale_Meat
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Joined: Tue Feb 05, 2013 10:29 pm

Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Stale_Meat »

So, after more or less lurking for close to a decade in the general doom community, I decided to nut up and try to make something. Compared to a lot of stuff I am seeing in this thread so far, it is definitely nothing special, but hopefully it isn't too bad.

Download: http://www.mediafire.com/download/g2ycr ... nt+Day.zip
Name: Judgement Day
Credits: Community Chest 4 for the extra textures (included with the download), Music from the T2 Arcade game for Genesis (http://project2612.org/details.php?id=389)
Quote: "Whelp, there went my mapping virginity. Now with (much less) monsters, too!"

Notes: The ideal sky should be Doom 2's SKY2, but being a novice babby, I am unsure how to get it to be that while using the Community Chest 4 textures.
While there is difficulty level balancing, it is almost definitely gonna need some fine tuning. Monster count will also probably need to be worked on. Making this map was me being more experimental with the layout and architecture, so that is also gonna be hit and miss in a lot of places. Asides from adding more detail down the road, the layout though should be set in stone. Feedback on Ammo, Health, and monster placement on the map is very much appreciated, since I don't think I quite got a hang on that yet. Otherwise it is good to go.

One last thing, there was a second map that I was thinking on including too, but that won't be ready until tomorrow. The deadline was already extended once, so if it is too late for the other map then that is fine.
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NeuralStunner
 
 
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by NeuralStunner »

Zerrer wrote:Personally, I wouldn't. It takes exact timing, because the Confuse on an archvile lasts only two or three seconds- not even enough for a second revive. It's a hidden feature that way, if you leave it in.
It's also a bit odd when a monster is right in the middle of attacking you, as they'll finish the animation but not make any attack or sound. I agree that it's probably okay, though.

Also, threw up a small update (BLEAUGH) that fixes barrel damage. (I made it deal 15-30 while I was at it.) Also made a small tweak that might reduce the chance of the "stun the wrong guy when the victim dies" glitch. (Oh, and the "?" could be hard to see under low ceilings, so I moved the sprite down a bit.)
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Wivicer
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Wivicer »

Would just like to remind everyone that I'm open to feedback on my map.
Untitled
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Untitled »

Wivicer wrote:Would just like to remind everyone that I'm open to feedback on my map.
You don't need to specify this, as feedback's open to everyone who participates; honestly it would be kind of bad if you weren't open to feedback.

Also, Thyrork, in the event you test everything on UV, I would like to apologize in advance for the mess that is going to be playing through my map.
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Total Injury
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Total Injury »

So I've kind of wanted to get into mapping for a while, and figured I might as well jump in now. Thanks for doing DUMP! Anyways, this is my first actual attempt at modding, and I learned a lot about Doom Builder in the process. It turned out much better than I thought, I hope you enjoy it too!

Download: https://www.mediafire.com/?qi99vetebuc17x2
Name: Dumping Ground (got the idea from DUMP itself)
Quote: "An abandoned nuclear disposal plant has been overrun by demons. Go deep into the facility to uncover its secrets and escape!"

Notes:Thanks again for hosting this, sorry for the late upload.
floatRand
Posts: 16
Joined: Tue Jun 07, 2016 4:19 am

Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by floatRand »

I got the third one sort of ready, for better or worse.
Spoiler:
Excuse the small signs of rushing. Kinda wanted to do it for Dump 3, since I had the inch I could finish it by time. Some areas might look bit lackluster than others, and difficulty might be pretty silly at some point ( Sunlusty, even ). Especially the sludge-section and finale might be rather killy.
No difficulty-settings, either. Probably should be somewhere really far or heavily nerfed.

And previous two for sake of it:
Spoiler:
Spoiler:
edit: a small fix 5 minutes after post, as always. Updated link.
21st edit: another edit to electron.wad!
Last edited by floatRand on Tue Jun 21, 2016 11:40 am, edited 4 times in total.
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Wivicer
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Wivicer »

Untitled wrote:
Wivicer wrote:Would just like to remind everyone that I'm open to feedback on my map.
You don't need to specify this, as feedback's open to everyone who participates; honestly it would be kind of bad if you weren't open to feedback.

Also, Thyrork, in the event you test everything on UV, I would like to apologize in advance for the mess that is going to be playing through my map.
I was just hoping to possibly expedite the process so I can get to refining as soon as possible.
Zerrer
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Zerrer »

Alrighty! Made another (and possibly the last) major update to MountainTemple.wad

Almost called it Mount DOOM, but eh.
Tweaked everything a little bit, turned the magic water bridge into a magic jumppuzzle bridge, threw in some more monsters and more items, and turned the tall 'secret' plateau with the backpack into something prettier.

All in all, lookin' pretty good, I think. Didn't do nearly as much work as I did for DUMP 2, but that's because I had a lot more time then.
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charcola
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by charcola »

There's a lot of work to be done in polishing, but aside from a message script that I need to figure out and room remodeling, the gameplay seems to work.

Download link: http://www.mediafire.com/download/s3u22 ... ackmap.zip
Name: Base Stimpack
Credits: map by charcola, hidden character: Purgatori property of Chaos Comics, sprite rip from Tom Colby's Purgatori Quake II model
Stimpack-tan character is charcola's ... stimpack design is by id Software?
Quote: My first Doom map in over 13 years!
LogicalFallacy
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by LogicalFallacy »

So no-one has to run back to my first post to get it, here's a version of my map that actually works as intended.
Last edited by LogicalFallacy on Sat Jun 25, 2016 12:53 am, edited 1 time in total.
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