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

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

Post by Deviluke Roy »

Everyone basically wrote:Wrong link.
me wrote:Fuck.
The Link is https://www.dropbox.com/s/vu025igdju883 ... y.wad?dl=0.
LogicalFallacy
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by LogicalFallacy »

Deviluke Roy wrote:
me wrote:Fuck.
The Link is https://www.dropbox.com/s/vu025igdju883 ... y.wad?dl=0.
Just took a quick look. I found missing textures around that little blood pool near the entrance, stopped, checked it with GZDoomBuilder's map analysis, and it returned 351 issues. It's a pretty map from the little I saw, but I would definitely recommend going through and trying to clean things up.

And I just looked at mine and it found 147, so I'll be doing the same tonight.
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Deviluke Roy
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Deviluke Roy »

LogicalFallacy wrote:Just took a quick look. I found missing textures around that little blood pool near the entrance, stopped, checked it with GZDoomBuilder's map analysis, and it returned 351 issues.
Image
Well, looks like I can't fix them due to me not having GZdoom builder, & Slade3 (or at least my version) doesn't see any errors. Ah well...


Edit: I don't see any missing textures around the blood pool in the entrance. Do you have The Noir Pack? I used it in my wad.

Edit 2: Also edited the post to be less loud.
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Beed28
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Beed28 »

Beed28 wrote:Any more comments on my map? I'm in the process of widening the corridors of the dark maze, so now would be a good time. :)
I forgot to mention! I'm going to be out during the next week starting Monday. So yeah, I would love some feedback. Is making the maze wider a good idea?
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Shadow Hog
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Shadow Hog »

LogicalFallacy wrote:
Deviluke Roy wrote:
me wrote:Fuck.
The Link is https://www.dropbox.com/s/vu025igdju883 ... y.wad?dl=0.
Just took a quick look. I found missing textures around that little blood pool near the entrance, stopped, checked it with GZDoomBuilder's map analysis, and it returned 351 issues. It's a pretty map from the little I saw, but I would definitely recommend going through and trying to clean things up.

And I just looked at mine and it found 147, so I'll be doing the same tonight.
Are these actual errors, or just things like "misaligned textures"? GZDoomBuilder's error-checking is very thorough, but maybe excessively so.
LogicalFallacy
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by LogicalFallacy »

Mostly single sided linedefs marked as double sided, unused textures?, and missing textures. I don't have the noir pack, so that would probably fix the missing textures, and I'm work right now, so I can't double check what all it said.
Titan314
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Titan314 »

Beed28 wrote:Any more comments on my map? I'm in the process of widening the corridors of the dark maze, so now would be a good time. :)
Awesome map! The bouncy-ness added a challenge of aiming that I really liked :D. Also, widening the dark maze would make it better, I died instantly when I found the Hell-knight.
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Laggy
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Laggy »

Beed28 wrote:
Beed28 wrote:Any more comments on my map? I'm in the process of widening the corridors of the dark maze, so now would be a good time. :)
I forgot to mention! I'm going to be out during the next week starting Monday. So yeah, I would love some feedback. Is making the maze wider a good idea?
PEOPLE, TURN MUSIC OFF WHEN TESTING THIS ONE. IT SOUNDS EXTREMELY LOUD AFTER A WHILE!
Tested in zandronum 3.0.
Spoiler:
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Beed28
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Beed28 »

Laggy wrote:PEOPLE, TURN MUSIC OFF WHEN TESTING THIS ONE. IT SOUNDS EXTREMELY LOUD AFTER A WHILE!


It's too bad the music has issues (it's not supposed to be loud). First, it doesn't loop properly, now this. My best guess is that it's something to do with ZDoom/Zandronum's default module player not playing back the song properly. :blergh: I'm not sure if this has happened with you guys who've used module music in their submissions here or back in DUMP 2.
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Yholl
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Yholl »

Beed28 wrote:It's too bad the music has issues (it's not supposed to be loud). First, it doesn't loop properly, now this. My best guess is that it's something to do with ZDoom/Zandronum's default module player not playing back the song properly. :blergh: I'm not sure if this has happened with you guys who've used module music in their submissions here or back in DUMP 2.
Yeah, I was... somewhat angry, when I tested and just about lost my hearing.

Reading your posts made me realise it wasn't infact on purpose, so I calmed down and removed your name from my kill list vengeance book text file of dissatisfaction.


I still don't understand how in the world this could've gotten past you, though.
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Darsycho »

Hope you don't mind me making an extremely tiny update to my map, the yellow skull door has a teleporter that doesn't have repeatable action.

http://www.mediafire.com/download/868do ... ArchV3.wad
LogicalFallacy
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by LogicalFallacy »

Deviluke Roy wrote: Well, looks like I can't fix them due to me not having GZdoom builder, & Slade3 (or at least my version) doesn't see any errors. Ah well...

Edit: I don't see any missing textures around the blood pool in the entrance. Do you have The Noir Pack? I used it in my wad.

Edit 2: Also edited the post to be less loud.
Alright. I've been poking around a bit with your map, and I still have no idea exactly what's causing the issues, but here's what I've determined:
I assume the sourceport you're using is ZDoom? That's the only one I tried that didn't have the missing textures issue. Zanondrum 3.0, GZDoom, and the latest GZDoom Beta all have significant amounts of missing textures for me.
Everything does show up correctly when I use Slade to look at it, but GZDoomBuilder shows missing textures all over the place.
Also I don't get the music in-game, and I don't see a MAPINFO lump in Slade. Did you put it up in an earlier .pk3 upload that I missed?

Hope that helps you and others figure out what the hell is going on with either your map or my system, since one of them obviously has a problem.
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NeuralStunner
 
 
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by NeuralStunner »

Just pushed an update to the Neural Stunner:
  • Effect times increased: Stun is more than doubled, confuse is about 40% more.
  • Players and anything with NoTarget (E.G. Arch-Viles) are affected for less than half the usual time.
  • Stunned monsters can now be pushed around. Might help with jerks getting stunned in doorways.
  • Bosses (I.E. with Boss flag) cannot be stunned or confused at all, but will still forget their current target.
  • Monsters now forget their target when an effect ends. Unstunned baddies won't resume chasing you, but unconfused ones will tend to disengage their former foe.
  • Maximum charge increased to 10. The Chime will play every 5 charges (I.E. at 5 and 10), making it easier to tell if you can do a Confuse zap.
  • Refire rate slowed down just a tiny bit.
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Deviluke Roy
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Deviluke Roy »

LogicalFallacy wrote:
Deviluke Roy wrote:Bullshit goes here
I am in bold, and I just god run through my map. That said:

Alright. I've been poking around a bit with your map, and I still have no idea exactly what's causing the issues, but here's what I've determined:
I assume the sourceport you're using is ZDoom? That's the only one I tried that didn't have the missing textures issue. Zanondrum 3.0, GZDoom, and the latest GZDoom Beta all have significant amounts of missing textures for me.

I swear I included the texture pack in the map...
Everything does show up correctly when I use Slade to look at it, but GZDoomBuilder shows missing textures all over the place.

I don't have GZdoom builder, so I have to assume that you need to load the Noir Pack textures as well.
Also I don't get the music in-game, and I don't see a MAPINFO lump in Slade. Did you put it up in an earlier .pk3 upload that I missed?

No. Maybe I should do that.

And also make the exit switch work, and take enemies off dormant mode. Maybe I could keep the texture thing above the blue switch place. Rule of interesting?
Eh.

Hope that helps you and others figure out what the hell is going on with either your map or my system, since one of them obviously has a problem.

I think it's both.
Edit: here's an updated link: https://www.dropbox.com/s/0692dxmcd57e5 ... 2.wad?dl=0

Notes:

Slade, my boy, why don't you like exit switches?

And why do all the enemies in the blue room of trill-but-not-difficulty not work?

And why do half of the shotgun guys not come through the fake walls I marked secret because it's like a magic trick where you always see the trick if it's shown to you?

And why is that so long?

And why does Darsycho have Aquarius199 play his wad allready?
everybody then wrote:And why don't you shut up?
edit 2: oops, I was slow, and LogicalFallacy fixed shit. My bad. Ignore the link.
Last edited by Deviluke Roy on Sat Jun 25, 2016 2:01 pm, edited 2 times in total.
LogicalFallacy
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by LogicalFallacy »

Deviluke Roy wrote:
LogicalFallacy wrote:
Deviluke Roy wrote:Bullshit goes here
I am in bold, and I just god run through my map. That said:

Alright. I've been poking around a bit with your map, and I still have no idea exactly what's causing the issues, but here's what I've determined:
I assume the sourceport you're using is ZDoom? That's the only one I tried that didn't have the missing textures issue. Zanondrum 3.0, GZDoom, and the latest GZDoom Beta all have significant amounts of missing textures for me.

I swear I included the texture pack in the map...
Everything does show up correctly when I use Slade to look at it, but GZDoomBuilder shows missing textures all over the place.

I don't have GZdoom builder, so I have to assume that you need to load the Noir Pack textures as well.
Also I don't get the music in-game, and I don't see a MAPINFO lump in Slade. Did you put it up in an earlier .pk3 upload that I missed?

No. Maybe I should do that.

And also make the exit switch work, and take enemies off dormant mode. Maybe I could keep the texture thing above the blue switch place. Rule of interesting?
Eh.

Hope that helps you and others figure out what the hell is going on with either your map or my system, since one of them obviously has a problem.

I think it's both.
Alright. I'm going to recommend you get GZDoomBuilder, and start using that as your map editor. It's far more user-friendly, and yells at you for some of the things your map was doing. For shits and giggles I went through your map cleaning everything up. Here's the fixed version.
Things I did:
A bunch of double-sided lines weren't marked as double sided, which is where I was seeing all the missing textures. Those were fixed.
There were a bunch of unused upper and lower textures, I assume as artifacts from previous versions. Those were removed.
None of the Things had flags for player classes. I flagged them for Class 1 thru Class 5, since that's what DoomBuilder provides as options.
There's a Chaingunner in the north end of the map that isn't flagged for Singleplayer, Cooperative, or Deathmatch. I left him alone, since I wasn't sure what you intended for him.
You did a straight import of everything from the Noir Pack, which included the TEXTURE1 lump, something Term explicitly asked us not to do. I removed TEXTURE1 and PNAMES, since those are redundant, created a new TEXTURES lump, and added all the Noir Pack textures to that.
I added a MAPINFO lump, and for the hell of it named your map Dark Sector. That is easy enough to change if you want it called something else.
It now works without issue with all my sourceports, including Zanondrum 3.0, which is the one you should be testing for for this DUMP.
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