I have some bad news. One, for the secret map in vanilla Doom i can play it just fine but with the HXRTC mod and the Scalliano 667 mod (this one is another randomizer monster mod, maybe can happen the same with some similar mods) it bypasses the map and teleport you back to the hub and count as a finished map. And two, for the marathon map, i looked in an editor map program like Slade and the map is there, even in the MAPINFO is there, but it's not in the hub. Playing the mappack again i discovered that the map that i was referring to (the hard one) is the map 38 . Sorry for that one.leodoom85 wrote:Help me with something. What is the number of the marathon map?, because i played the mappack bit by bit and i can't remember very well . I can test that map including others as well, maybe with some other mods. As for the keys i had no choice but to noclip which sucks but only in those places. By the way, i'm using the GZdoom 1.8.10 for those tests.
DUMP Episode 2: Dump Harder [RELEASED]
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
Re: DUMP Episode 2: Dump Harder [RELEASED]
Re: DUMP Episode 2: Dump Harder [RELEASED]
It's a Marathon map.leodoom85 wrote:And two, for the marathon map, i looked in an editor map program like Slade and the map is there, even in the MAPINFO is there, but it's not in the hub.
- The Ultimate DooMer
- Posts: 2109
- Joined: Tue Jul 15, 2003 5:29 pm
- Location: Industrial Zone
Re: DUMP Episode 2: Dump Harder [RELEASED]
Some quality maps in this set, but even the more beginner-type ones prove once again that ZDoom maps can be done in a more Doom-ish style without adding a ton of new stuff...can we not have some more projects like this? (individual or community)
Re: DUMP Episode 2: Dump Harder [RELEASED]
Yes, I've been playing through this and it's wonderful - it's great to see beginners being encouraged to contribute, and it reminds me of when I started out, having the fascination in just creating something and not worrying about polishing it up for a critical audience! In that way, a lot of creativity comes out without the burden of not knowing whether it's good enough. Thanks, Terminus and all, for taking the lead on encouraging people in this way - I'd love to submit something myself the next time one of these comes around
I've been thinking about putting together feedback myself, but reading Thyrork's reviews, it's... obvious that I'm nowhere near as much of a veteran and have a different level of patience from what more experienced people in the community would have Where he often says "This was a really interesting knife-fight encounter with limited resources, with dangers from all sides", I'm more likely to think "Oh piss off, I'm not fighting a Cyberdemon armed with two forks and a pencil sharpener while being gnawed on by Lost Souls". Would feedback from someone newer be encouraged as well?
I've been thinking about putting together feedback myself, but reading Thyrork's reviews, it's... obvious that I'm nowhere near as much of a veteran and have a different level of patience from what more experienced people in the community would have Where he often says "This was a really interesting knife-fight encounter with limited resources, with dangers from all sides", I'm more likely to think "Oh piss off, I'm not fighting a Cyberdemon armed with two forks and a pencil sharpener while being gnawed on by Lost Souls". Would feedback from someone newer be encouraged as well?
- Devianteist
- Posts: 945
- Joined: Wed Sep 24, 2014 4:07 pm
- Location: Creating a SPACE HULK conversion!
- Contact:
Re: DUMP Episode 2: Dump Harder [RELEASED]
You could right comedic reviews. They can be helpful and very entertaining, especially if you actually say what you've put up there.
I sent my map update/fix to Term, so he might be updating the .pk3 sometime soon. The way I had my map setup originally caused rather violent crashes on my end, so I would like to avoid putting anyone else through that.
I sent my map update/fix to Term, so he might be updating the .pk3 sometime soon. The way I had my map setup originally caused rather violent crashes on my end, so I would like to avoid putting anyone else through that.
- TerminusEst13
- Posts: 1625
- Joined: Mon Nov 09, 2009 3:08 pm
- Contact:
Re: DUMP Episode 2: Dump Harder [RELEASED]
Phew. That was a pain in the ass of hunting down everyone and beating them until they fixed stuff, but here we go.
https://www.dropbox.com/s/5nwgk3mt4qudp ... 2.pk3?dl=1
https://drive.google.com/file/d/0B4p2zW ... sp=sharing
And with that, DUMP 2 is officially completed! Almost three months after the fact, fucking hell. I'll be pushing both DUMP 1 and DUMP 2 to /idgames sometime on Monday or Tuesday. Hopefully they'll be accepted soon-ish.
Still, it was fun. And for everyone that contributed, congratulations. Hopefully we've all learned a lot.
I know I have. For DUMP 3, I'm planning:
- Update logs for each iteration of test builds, saying what changed what.
- Contingency plans for 64+ maps.
- A co-host helping out with managing everything.
- A not-as-long warm-up/preparation period, so people aren't sitting on their thumbs so much.
- Zandronum 3.0 compatibility rather than 2.1.2.
- CASTRATE ANYONE WHO USES THE SWITCHES LUMP AND RECOMPILES THE ENTIRETY OF TEXTURES
But when will DUMP 3 be announced?
Hmmmm...
Let's say next week? The 29th.
https://www.dropbox.com/s/5nwgk3mt4qudp ... 2.pk3?dl=1
https://drive.google.com/file/d/0B4p2zW ... sp=sharing
And with that, DUMP 2 is officially completed! Almost three months after the fact, fucking hell. I'll be pushing both DUMP 1 and DUMP 2 to /idgames sometime on Monday or Tuesday. Hopefully they'll be accepted soon-ish.
Still, it was fun. And for everyone that contributed, congratulations. Hopefully we've all learned a lot.
I know I have. For DUMP 3, I'm planning:
- Update logs for each iteration of test builds, saying what changed what.
- Contingency plans for 64+ maps.
- A co-host helping out with managing everything.
- A not-as-long warm-up/preparation period, so people aren't sitting on their thumbs so much.
- Zandronum 3.0 compatibility rather than 2.1.2.
- CASTRATE ANYONE WHO USES THE SWITCHES LUMP AND RECOMPILES THE ENTIRETY OF TEXTURES
But when will DUMP 3 be announced?
Hmmmm...
Let's say next week? The 29th.
- Zhs2
- Posts: 1271
- Joined: Fri Nov 07, 2008 3:29 pm
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: Maryland, USA, but probably also in someone's mod somewhere
- Contact:
Re: DUMP Episode 2: Dump Harder [RELEASED]
But does it have LOCKDEFS entries for those silly maps substituting silly "CheckInventory("RedCard") || CheckInventory("RedSkull")" scripts?
- TerminusEst13
- Posts: 1625
- Joined: Mon Nov 09, 2009 3:08 pm
- Contact:
Re: DUMP Episode 2: Dump Harder [RELEASED]
Considering this is only the second time I've heard of LOCKDEFS, probably not.
- Deviluke Roy
- Posts: 405
- Joined: Sat Mar 05, 2016 4:43 pm
- Location: Where's my jokebook?
Re: DUMP Episode 2: Dump Harder [RELEASED]
I am in dark red. Or at least, I thought. It's more like purple.
TerminusEst13 wrote:For DUMP 3, I'm planning:
- Update logs for each iteration of test builds, saying what changed what.
- Contingency plans for 64+ maps.
Nothin' to say here.
- A co-host helping out with managing everything.
Huh. Didn't expect that.
- A not-as-long warm-up/preparation period, so people aren't sitting on their thumbs so much.
Ok then. Maybe I should practice skyhacking. And making the freedoom sailors's dead sprites into actors. Maybe even some random Nazi's standing around in my map.
- Zandronum 3.0 compatibility rather than 2.1.2.
I still don't have that. Oops.
-CASTRATE ANYONE WHO USES THE SWITCHES LUMP AND RECOMPILES THE ENTIRETY OF TEXTURES
What the hell is that?!
But when will DUMP 3 be announced?
Hmmmm...
Let's say next week? The 29th.
Ok then. Fine with me.
- Zhs2
- Posts: 1271
- Joined: Fri Nov 07, 2008 3:29 pm
- Graphics Processor: ATI/AMD with Vulkan/Metal Support
- Location: Maryland, USA, but probably also in someone's mod somewhere
- Contact:
Re: DUMP Episode 2: Dump Harder [RELEASED]
I suppose I could have done a venerable service and mentioned this earlier when I learned about this apparent issue through others playing through the mapset, but: you know how to use [wiki]ACS_LockedExecute[/wiki], and you know about the various [wiki=Key_types]key types[/wiki], but didn't know thanks to that second page that they [wiki=LOCKDEFS]weren't hardcoded[/wiki]? You silly project manager you. It's something that could probably potentially be standardized for DUMP 3's sake, too!
oh whoops I'm late to the party Keks already posted about it
EDIT: Also I want to mention that it is very easy to be stuck in the red key room on MAP05, especially if you're going for the chaingun secret.
oh whoops I'm late to the party Keks already posted about it
EDIT: Also I want to mention that it is very easy to be stuck in the red key room on MAP05, especially if you're going for the chaingun secret.
- TerminusEst13
- Posts: 1625
- Joined: Mon Nov 09, 2009 3:08 pm
- Contact:
Re: DUMP Episode 2: Dump Harder [RELEASED]
Yes, this would have been much better to bring up much earlier. Oh well, something to move on and remember for DUMP 3.
Given DUMP 3's aim for Zandronum 3.0 compatibility, ACS_LockedExecute hopefully shouldn't be seeing much use anyway, due to UDMF's lock definitions for linedefs working fine in Zandro 3.0.
Given DUMP 3's aim for Zandronum 3.0 compatibility, ACS_LockedExecute hopefully shouldn't be seeing much use anyway, due to UDMF's lock definitions for linedefs working fine in Zandro 3.0.
- Deviluke Roy
- Posts: 405
- Joined: Sat Mar 05, 2016 4:43 pm
- Location: Where's my jokebook?
Re: DUMP Episode 2: Dump Harder [RELEASED]
Speaking of Dump 3...
I have an unfinished map called...sigh..."House of Hell". PFFFFFFFFFFFFFFFFFFFFT.
So IDK if I want to make a DM map or finish that map. Any Suggestions?
I have an unfinished map called...sigh..."House of Hell". PFFFFFFFFFFFFFFFFFFFFT.
So IDK if I want to make a DM map or finish that map. Any Suggestions?
Re: DUMP Episode 2: Dump Harder [RELEASED]
Finish it, if you have the motivation to do it then polish it.Deviluke Roy wrote:Speaking of Dump 3...
I have an unfinished map called...sigh..."House of Hell". PFFFFFFFFFFFFFFFFFFFFT.
So IDK if I want to make a DM map or finish that map. Any Suggestions?
-
- Posts: 3
- Joined: Thu May 26, 2016 10:51 pm
Re: DUMP Episode 2: Dump Harder [RELEASED]
Dear God! I just started working through DUMP2 maps on a whim, and ended up taking on "I haven't slept in 7 days, I hope it was worth it." That map was downright challenging and amazing in presentation and scope. I just had to register and say Eevee, if you ask me, it was worth it...
- Freaklore1
- Posts: 546
- Joined: Wed Mar 19, 2014 1:41 pm
Re: DUMP Episode 2: Dump Harder [RELEASED]
Dump 1
Dump 2 : Dump Harder
Dump 3 : Dump with a vengeance
Dump 4 : Live Free or Dump Hard
Dump 5 : A good day to Dump Hard
Yipeeki yeah motherf***ers !!!
Dump 2 : Dump Harder
Dump 3 : Dump with a vengeance
Dump 4 : Live Free or Dump Hard
Dump 5 : A good day to Dump Hard
Yipeeki yeah motherf***ers !!!