DUMP Episode 2: Dump Harder [RELEASED]

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Dancso
Posts: 1906
Joined: Wed Oct 11, 2006 10:39 am
Location: at home.. Status: lazy like hell

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

Post by Dancso »

I don't mean to brag but I'm already hard at work.. pretty proud of what I have so far.
http://i.imgur.com/PHEapkJ.png

I need to take a break!
Pebble
Posts: 1
Joined: Tue Mar 08, 2016 3:39 pm

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

Post by Pebble »

I'm interested :D Going to try my hand at submitting a map for the first time
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Scotty
Posts: 35
Joined: Tue Mar 24, 2009 10:43 pm

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

Post by Scotty »

Wooooah, slow down turbo! I'm calling shenanigans. You've got twice the amount of sectors that 90% of the participants have put together.

I'm anxious though, I'll be in your boat here in a few hours.
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Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

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

Post by Sgt. Shivers »

http://imgur.com/a/KBnAf
Here's a few screenshots from my wip!
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faslrn
Posts: 503
Joined: Tue Mar 24, 2015 3:43 pm
Location: Steam: faslrn

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

Post by faslrn »

Sgt. Shivers wrote:http://imgur.com/a/KBnAf
Here's a few screenshots from my wip!
Reminds me of System Shock 2 training simulators and TRON.

Can't wait to see everyone's quote try out everyone's map
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Abba Zabba
Posts: 2162
Joined: Mon Sep 05, 2011 8:50 pm
Location: a place lol!

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

Post by Abba Zabba »

Shivers, you didn't happen to do that one Doom Wars (or whatever that team based mod was, can't recall the name, had a ton of classes) map that has the same blocky tron theme, did you? Looking great!
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KeksDose
 
 
Posts: 591
Joined: Thu Jul 05, 2007 6:13 pm

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

Post by KeksDose »

Hello specials! I will get in on this if nobody objects. °^°

I did not check out the uploaded maps yet, but I like the concept itself. Icy and I built tons of speed maps, so I feel that horrible need to participate. I am going to play test once the bug fixing time starts. Until then. p:
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Deviluke Roy
Posts: 405
Joined: Sat Mar 05, 2016 4:43 pm
Location: Where's my jokebook?

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

Post by Deviluke Roy »

Well, I tried to do a fake ambush with my map, but I don't care enough to learn scripting. Oh well, It is what it is.

Edit: Can I ask if using Special Marines as enemies count against the no custom monsters rule? (Because they weren't doom natural enemies, yet I didn't make them.)
ChrisR91
Posts: 9
Joined: Sun Mar 11, 2007 12:31 am

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

Post by ChrisR91 »

Count me as interested. Already got an idea in my head as I type this.
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Wivicer
Posts: 359
Joined: Sat Jul 27, 2013 4:39 pm
Graphics Processor: nVidia (Modern GZDoom)
Location: Minnesota

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

Post by Wivicer »

So if I don't manage to finish within the time frame, what do I do?

EDIT: Here's what I've got so far.
DUMP2map.wad
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TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm

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

Post by TerminusEst13 »

Deviluke Roy wrote:Edit: Can I ask if using Special Marines as enemies count against the no custom monsters rule? (Because they weren't doom natural enemies, yet I didn't make them.)
They don't, since they're a part of the engine.
Use 'em as you please.
Wivicer wrote:So if I don't manage to finish within the time frame, what do I do?
Well, you'll probably be able to finish it another time, since you'd have all that wonderful work done.
HexaDoken
Posts: 325
Joined: Thu Dec 01, 2011 7:34 am

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

Post by HexaDoken »

Maybe you should get somebody to help you with the whole compiling stage, since this is turning out to be so much bigger than expected.

I mean, the bulk of it is probably going to be shoving everything into a single file while eliminating 9000 file/texture/etc. conflicts? I think I could manage that.

it's time to map i have no idea what to map why did i sign up for this again somebody please help me what do i do aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
Untitled
Posts: 334
Joined: Thu Apr 18, 2013 5:04 am

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

Post by Untitled »

so, uh, 74 MAPPERS

Impressive recruitment. This is gonna be interesting.

EDIT:
HexaDoken wrote:it's time to map i have no idea what to map why did i sign up for this again somebody please help me what do i do aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
TerminusEst13 wrote:Make a ZDoom speedmap. No, seriously, just do it. Open up GZDoom Builder, draw shapes, connect them together, slap in enemies and weapons, BAM, you have a map.
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Infirnex
Posts: 185
Joined: Sat May 30, 2009 5:30 am
Location: US

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

Post by Infirnex »

Gigawad+ incoming?

Also my mapping will start this weekend where my college life is on hold.

Thanks spring break.
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Deviluke Roy
Posts: 405
Joined: Sat Mar 05, 2016 4:43 pm
Location: Where's my jokebook?

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

Post by Deviluke Roy »

Infirnex wrote:Gigawad+ incoming?
Probably.

Who knows, maybe half've the maps'll be secret.

Also, Terminus, can you make the secret maps in the hud marked secret? Just a suggestion.

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