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

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simpletonnn
Posts: 313
Joined: Thu Nov 13, 2014 8:20 pm

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

Post by simpletonnn »

KarolineDianne wrote:
simpletonnn wrote:snip
Nice work! Just a few little things you may wanna tweak.

1: You may want to reduce the volume of the idle-noise. Changing the volume of individual sounds in SLADE affects how loud they are in-game, so you should be able to make it more of a soft hum instead of such a loud buzz.

2: Primary fire shots travel so slow you run right past them if you fire whilst running forward. You may want to speed them up just a bit to at least be slightly faster than a running player. Not a huge deal but it's a little bit weird.

3: For balance reasons you may want to adjust how much ammo primary fire uses. If it's shooting bigger bolts for more damage, perhaps have it cost 2 cells per shot instead of 1? Just a thought.
Alright, let me fix up the gun and i'll post an updated version.

edit: hey cool new page

edit2: hey look updated version
link
Last edited by simpletonnn on Thu Jun 09, 2016 11:33 am, edited 1 time in total.
mumblemumble
Posts: 927
Joined: Fri Aug 23, 2013 1:59 pm

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

Post by mumblemumble »

Quick question....do we absolutely need difficulty differences? Mine is certainly beatable (Challenging, however), but I really dont want to go making alternative spawns for everything.... And I, honestly, for sure this time, like, really really, have a full map >.> pretty much just got the music, and maybe difficulty spawns left, and I'm good.
StatisticalHourglass
Posts: 170
Joined: Tue Jan 01, 2013 8:51 pm

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

Post by StatisticalHourglass »

is it really that complicated to untick some monsters from spawning on the easier difficulties?
nothing in the rules has anything against it though, so my guess is you can do whatever you want.
how about you upload it for everyone to test, I wouldn't mind taking a look.
mumblemumble
Posts: 927
Joined: Fri Aug 23, 2013 1:59 pm

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

Post by mumblemumble »

Fair enough... Hurt me plenty gets less, everything else is for pussies =P

Didn't get a chance to put in music, but I would like this track, if possible..... I might do it later, but I dont know if you want me installing the music too.

http://modarchive.org/index.php?request ... ery=157836

I THINK this is still technically possible in hideous destructor, which is interesting....


MAP:
- Download link:
https://www.mediafire.com/?eghr7iqlt4klhkl
- Name: TPBUNKER
- Credits: Vanilla doom textures. Lack of sleep
- Quote: Copy paste function is fun. And makes stuff so much easier. Also, crates.

EDIT: Expanded map, polished, added uv extra spawns, ect ect..

EDIT EDIT: Lost a good chunk of the map to a hom issues...ah well. Still good enough
Last edited by mumblemumble on Fri Jun 10, 2016 12:33 pm, edited 5 times in total.
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President People
Posts: 149
Joined: Sat Apr 28, 2012 10:40 am

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

Post by President People »

Image

Updated the MultiHex Device a bit.

Here's a download link and quick changelog:

https://www.dropbox.com/s/8z2sd6zlc4ekb ... 2.pk3?dl=0
Spoiler: Changelog
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Big C
Posts: 2839
Joined: Tue Oct 19, 2010 3:24 pm

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

Post by Big C »

Don't think I'll be able to do this.

Sorry. Sickness slowed me down.
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Silentdarkness12
Posts: 1555
Joined: Thu Aug 15, 2013 5:34 pm
Location: Plains of Pride

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

Post by Silentdarkness12 »

Okay

So Term was all
MAKE A THING
And I was all
but i stink at i-
DO IT

MAKE THINGS
Then I went
Ya sure? I'm not really-
OKAY OKAY

*vomits into SLADE 3*
But in all seriousness, here's my thing for DUMP 3. Muh Buster Cannon, a slot 6 energy weapon.

BLARGH

The alt-fire function for this one actually switches between one of three fire modes. Arc Blast, a powerful, efficient, but horrifically inaccurate front-facing field of lightning, Target-Strike, which is a slow to charge, expensive, and damaging blast. Then there's the Lightning Sphere, my personal favorite. An orb of lightning that runs around tackling enemies to death, and explodes violently on death.

The console command to summon it is 'Summon SirusBusterCannon'. It requires a considerable amount of cell ammo, by the by.
Last edited by Silentdarkness12 on Fri Jun 10, 2016 2:42 pm, edited 1 time in total.
mumblemumble
Posts: 927
Joined: Fri Aug 23, 2013 1:59 pm

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

Post by mumblemumble »

I found that video WAY funnier than I should of, and I could see term doing that, ahahahaha.

I really should make a gun too, but I don't know how to go about coding it...eh...I'll see, but considering I made a 300 + monster map...We will see.
Titan314
Posts: 48
Joined: Wed Nov 25, 2015 8:16 pm

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

Post by Titan314 »

Here's some screenshots of my map so far.
Spoiler:
I still have a bit to go before it nears completion :).
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Silentdarkness12
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Joined: Thu Aug 15, 2013 5:34 pm
Location: Plains of Pride

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

Post by Silentdarkness12 »

I look forward to watching a certain Doomed_SpaceMarine playing through DUMP 3.
Last edited by Silentdarkness12 on Sat Jun 11, 2016 2:09 pm, edited 1 time in total.
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SoundofDoomDoors
Posts: 25
Joined: Wed Mar 30, 2016 5:00 pm

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

Post by SoundofDoomDoors »

Done! Here's my submission. It uses resources from cc4-tex, so you'll have to load it together with the level in order for it to display properly. There's a link below if you don't have it lying around. That texture pack's going to be built into the main DUMP 3 release, right? If not, how do I go about integrating the textures I've used into the wad proper?

Link: https://mega.nz/#!rg0zQBIJ!U8wfe8UHedeT ... TNISV1s6CM

Name: "Janus". I remember him as being a Roman god with two faces, each bearing a different expression. Considering how much harder one exit is compared to the other, I thought it was a good name.

Credits:
-cc4-tex. Get it here (packaged with the megawad): https://www.doomworld.com/idgames/level ... ds/cchest4
-Helloween. The music track I used is a midi of Midnight Sun, the last track of the Better than Raw album.

Quote: In the name of all that's unholy, JUMP! Jump over platforms, into and out of buildings, and onto enemies' heads.

Inspirations: Skillsaw (don't let the player stand still),Eternal Doom (see below), Ribbiks/Dannebubinga's work on Sunlust (pain elemental swarm at the secret end is MAP30-lite, dual exit idea from MAP28). Terminus' now that's what I call midi pack for Demonsteele is what inspired me to use a midi of a real song for the level. It's not from his mod, however. His jumping all over my DUMP 2 submission when he streamed the whole wad is the reason jumping is so important in this level. You literally can't leave the first area without it.

EDIT: Some of the secrets form a path that opens the door immediately to your east near the starting point. That door is the route to a second exit and the latter 500 monsters in the map. The switches you have to flip aren't supposed to be fair, but there are ways to circumvent the switch hunt. Think outside of the box! This was the result of me playing part of Eternal Doom with the DWMC. At least I made it optional. It's mandatory there!
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InsanityBringer
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Joined: Thu Jul 05, 2007 4:53 pm
Location: opening the forbidden box

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

Post by InsanityBringer »

Map submission time!

MAP:
- Download link: https://dl.dropboxusercontent.com/u/696 ... llcave.wad
- Name: "The Mine to Hell". I originally wanted to call it "Hell is a Place On Earth" but I don't think the map fits that name too well.
- Credits: abbuw for some cave textures, NeuralStunner for recolored lavafall texture
- Quote: I'm learning that massing monsters doesn't tend to always be the best thing. Need to work on encounters more. Map contains a single script.

Also, I have no idea for music, so I put it to the Doom 2 MAP05 song for the moment. any recommendations for songs would be nice.

EDIT: Fixed lava near the end not doing damage
Last edited by InsanityBringer on Mon Jun 13, 2016 3:23 pm, edited 1 time in total.
StatisticalHourglass
Posts: 170
Joined: Tue Jan 01, 2013 8:51 pm

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

Post by StatisticalHourglass »

Here's a video of me playing mumble's map with a small weapon pack I'm about to release:
Zerrer
Posts: 22
Joined: Wed Mar 02, 2016 5:45 pm

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

Post by Zerrer »

WEAPON

- Download Link: Mediafire
- Name: Nanotool
- Credits: Turret sprites taken from Strife, Smoke sprites taken from Hexen, and everything else was custom.
- Tier: Plasma Rifle

Just finished my first 'real' version of the Nanotech Combat Engineering Tool. Nanotool for short. It's not meant to be a mainline murdertool, but a support tool for specific circumstances.

The Nanotool replaces the plasma rifle and has three separate firing modes. You switch between them with altfire.

1) The railgun. Flash-forges and fires a magnetically-charged rail. It flies fast (And by that I mean instantly), perfectly accurately, and pierces through all enemies in a line. Doesn't do as much damage as the plasma rifle toward a single target, but it's better against crowds. Takes one cell per rail.

2) The Turret.
Creating a turret on the spot is the most expensive option, at 50 cells per turret, and he doesn't have much health... but it's a powerful little guy. He can deal a lot of damage if he's unmolested for long enough.

3) Smokebomb.
Spits out a grenade filled with nanites for 10 cells. On collision with an object, the nanites spread into a cloud which selectively hurts everything except for the user. Sadly, the nanites aren't tough enough to damage anything immune to radius damage.
mumblemumble
Posts: 927
Joined: Fri Aug 23, 2013 1:59 pm

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

Post by mumblemumble »

Hummn, I definitely need to make a few tweaks....already made some, but yeah....hmn....

I do think your weapons were.....a BIT damn powerful, the grenade launcher in particular. But maybe I should beef up the map with this in mind. Term was right that it would be a balance mess with the weapons. Good to see how someone else approaches is.

Oh also, the map was not intended to include jumping haha.
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