DUMP Episode 2: Dump Harder [RELEASED]

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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Thanuris » Thu Mar 17, 2016 5:56 pm

I think that Terminus skipped Deviluke Roy's map accidentally.
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Untitled » Thu Mar 17, 2016 5:58 pm

TerminusEst13 wrote:If you have any quote you want to display on the opening of your map, a la DUMP 1, now's the time to say it. Otherwise I'll make something up.


"I hope you like ledges!"
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby TerminusEst13 » Thu Mar 17, 2016 6:49 pm

Thanuris wrote:I think that Terminus skipped Deviluke Roy's map accidentally.


SHIT, I DID

SORRY
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby The Purple Marine » Thu Mar 17, 2016 6:50 pm

Okay, I'm ALMOST done. It should be ready by the end of tomorrow.
The map is going to be called "Overtaken Base".

Also, were we supposed to make it in UDMF? I've been making it in hexen, but if needed, I can convert it.

Also again, I would like my quote to be: "Wait, were we supposed to make it in UDMF?"

EDIT:Okay it's not gonna get done tonight, but it should be in on the 19th some time.

EDIT Dos:Ugh, so close yet do far. It should PROBABLY be around some point tomorrow.

EDIT THREE:I have failed to meet my deadline, THREE TIMES, hopefully, It will be done at some point. Soon. :?
Last edited by The Purple Marine on Sun Mar 20, 2016 7:16 pm, edited 3 times in total.
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Cpn. Chookum! » Thu Mar 17, 2016 6:52 pm

TerminusEst13 wrote:If you have any quote you want to display on the opening of your map, a la DUMP 1, now's the time to say it. Otherwise I'll make something up.


From the ReadMe:
"Tried to stick to visplane limit, but gave up and went apeshit."

Also, map name if you didn't get it before was "Rooftop Rumble"
I'm already working on a follow up.

Spoiler:
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Shadow Hog » Thu Mar 17, 2016 7:31 pm

The Purple Marine wrote:Also, were we supposed to make it in UDMF? I've been making it in hexen, but if needed, I can convert it.

I saw no such requirement in the OP.

Granted, Term did rib Jimmy a little for submitting a Boom-format map into DUMP Episode 1, going by his comments on his LP series on YT, but at the same time, I figure you could've made a vanilla-format map and it'd be fine, provided it accounts for ZDoom-isms like jumping and crouching.
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Dancso » Thu Mar 17, 2016 7:34 pm

I think those comments mainly addressed the fact that a map made with boom compatibility in mind will assume there's no jumping or crouching, but because the mappack itself was intended to allow those things, his map had certain parts that would be made trivial by them.
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby KeksDose » Thu Mar 17, 2016 7:45 pm

I am late. Here is my contribution nevertheless. I named this level "Witchsgraven".

It is a close to reality model of my house cough. Red is not my favourite colour, but it will do. Find the two keys and exit the level. That is all. °^°

Praise this project for being a wakeup call to me. I have a lot to learn about properly scheduling myself with lengthy work such as this.

I will play the contributions and provide my input on them as well.

Download link here.
Credits: The midi is Castlevania: Portrait of Ruin - Bequeathed Bloodline, sequenced by Jayster. Here is the link. My condolences and appreciation to Pillow for testing my level. You are the top test subject. o..o

Edit: Fixed a bug where the yellow skull key would not appear under UV difficulty.
Last edited by KeksDose on Thu Mar 17, 2016 7:55 pm, edited 2 times in total.
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Worm318 » Thu Mar 17, 2016 7:49 pm

TerminusEst13 wrote:If you have any quote you want to display on the opening of your map, a la DUMP 1, now's the time to say it. Otherwise I'll make something up.


"I wonder if people use colored keys to their homes"

Keyhunts are fun guys
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby The Purple Marine » Thu Mar 17, 2016 8:08 pm

Shadow Hog wrote:I saw no such requirement in the OP.

Granted, Term did rib Jimmy a little for submitting a Boom-format map into DUMP Episode 1, going by his comments on his LP series on YT, but at the same time, I figure you could've made a vanilla-format map and it'd be fine, provided it accounts for ZDoom-isms like jumping and crouching.


Ah, okay, thanks!
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Eevee » Thu Mar 17, 2016 10:06 pm

TerminusEst13 wrote:I'll be surprised if, like, 5 maps come in
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Kribbulous » Fri Mar 18, 2016 12:12 am

ijon wrote:uhhhhhh

I think your spawn point is in the wrong spot

(and maybe i should circle the right thing the first time)


Well...now I just feel like an idiot.
EDIT: Fixed and Term's got the new one now.
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Mor'Ladim » Fri Mar 18, 2016 7:48 am

Well for some odd reason, my map reverted to an older version. The version that was posted prior was definitely incomplete. I am unsure as to what happened, but all I have to say is thank goodness for automatic backups. The correct version should be up now, but I believe I will take advantage and improve the interior of the fortress. I feel it is currently too small, what with the map being named after it!

The link again for the current version (before interior changes):

Black Metal Fortress (CORRECT VERSION)
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Kinsie » Fri Mar 18, 2016 8:14 am

Kribbulous wrote:
ijon wrote:uhhhhhh

I think your spawn point is in the wrong spot

(and maybe i should circle the right thing the first time)


Well...now I just feel like an idiot.
EDIT: Fixed and Term's got the new one now.
PROTIP: CTRL+F9 in GZDoom Builder will let you test a map from where-ever your mouse cursor is pointed without having to create another player spawn somewhere manually. It's very nice.
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Kribbulous » Fri Mar 18, 2016 10:17 am

Oh man, that is cool. I did not know that at all.
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