DUMP Episode 2: Dump Harder [RELEASED]

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

Postby Henix_Aurorus » Fri Mar 18, 2016 10:48 am

Neither did I. The more you know!
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Minesae » Fri Mar 18, 2016 10:54 am

Sorry this took a little bit for some last moment changes and visual glitch fixes, but here it is!
Credits file included in the wad.

"Temple of Waves"
https://dl.dropboxusercontent.com/u/152 ... MP2_v1.wad

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

Postby Shadow Hog » Fri Mar 18, 2016 11:02 am

Yeah, uh, that's a new one to me.

I love how I keep learning things this program can do, even after years of using it.
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Kinsie » Fri Mar 18, 2016 11:22 am

Thank Term. He and his crew taught me that during one of his mapping streams.
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Kraja » Fri Mar 18, 2016 12:07 pm

I fixed mine shitty map too - there's just one spot left i just can't figure out

infested-fixed

Sorry for any inconvenience
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Infirnex » Fri Mar 18, 2016 12:32 pm

Well this map is nothing special. It was difficult but I said I would finish it, so I did. I map mostly competitive multiplayer maps so this was definitely an experience.

Download Shit Map Here.
Here is the texture pack that is heavily used for this map.
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby LordMordecai » Fri Mar 18, 2016 12:41 pm

Finally finished my map. I spent way to much time detailing it, but this is by far the best work I've done and I'm quite proud of it. I can't wait to get peoples scathing feedback. :wink:

This should be a blast of nostalgia for fans of a certain FROM SOFTWARE series of the PlayStation 2. :) It occupies map slot "ZIO." (just open the console and type "Map ZIO")

Here's the link:
http://www.mediafire.com/download/323oeyh5ss2492y/DUMP+Submission+Lord+Mordecai.zip
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Deviluke Roy » Fri Mar 18, 2016 3:07 pm

TerminusEst13 wrote:
Thanuris wrote:I think that Terminus skipped Deviluke Roy's map accidentally.


SHIT, I DID

SORRY

That's OK, Term. It is the way it is.

On another note, I can't wait for the Test build to come out!
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Eevee » Fri Mar 18, 2016 3:18 pm

Kinsie wrote: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.

Well now I definitely have to steal this for SLADE.

Curious how it works, though, since +warp from the command line was broken until ZDoom 2.8.
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Shadow Hog » Fri Mar 18, 2016 3:59 pm

If I had to hazard a guess, it inserts a Player 1 Start Thing where the mouse pointer is located and immediately compiles/runs the WAD. It doesn't actually add the P1 Start in the editor itself, though, so the user won't have to Undo anything.
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Sgt. Shivers » Sat Mar 19, 2016 12:44 am

Had an idea that might make the next DUMP a bit easier to organize/put together. What if we picked a gameplay mod and a texture set from r667 and made maps based using those? Would make compiling textures a lot easier and people would have a theme to base our ideas around. Assigning map slots would probably make things run smoother too. I dunno, what do you guys think?
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Infirnex » Sat Mar 19, 2016 12:58 am

Sounds like a great idea to me.
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby comet1337 » Sat Mar 19, 2016 2:42 am

Sgt. Shivers wrote:Had an idea that might make the next DUMP a bit easier to organize/put together. What if we picked a gameplay mod and a texture set from r667 and made maps based using those? Would make compiling textures a lot easier and people would have a theme to base our ideas around. Assigning map slots would probably make things run smoother too. I dunno, what do you guys think?

a custom map set for an already existing gameplay mod?
such a thing can exist?
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby mumblemumble » Sat Mar 19, 2016 7:54 am

Hideous destructor mapset you say? Yes please :D
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Untitled » Sat Mar 19, 2016 9:23 am

Sgt. Shivers wrote:Had an idea that might make the next DUMP a bit easier to organize/put together. What if we picked a gameplay mod and a texture set from r667 and made maps based using those? Would make compiling textures a lot easier and people would have a theme to base our ideas around. Assigning map slots would probably make things run smoother too. I dunno, what do you guys think?


I'm all for the idea that DUMPs get themed around specific texture packs (cc4-tex would be a good one, though that might just be because I use it), but the idea of basing it around gameplay mods is tricky mostly because we need gameplay mods that everyone knows (I don't know Hideous Destructor well enough to make maps for it at all, for example).
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