DUMP Episode 2: Dump Harder [RELEASED]

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

Postby Eevee » Wed Mar 09, 2016 6:17 pm

Humble suggestion: this will probably be a little easier on Terminus if everyone names their map after themselves, so there's not a huge pile of MAP01s to rename.
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby TheMightyHeracross » Wed Mar 09, 2016 10:10 pm

If it's the MAP01 part you suggest we replace, that will be a hard task with only an 8-character lump name limit. :P
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Shadow Hog » Wed Mar 09, 2016 11:34 pm

Image

Well, the skybox looks pretty good, at least. Just need to make a map for it to surround.

(Graphics are from Vectorman 2 (volcanoes) and Heretic (lava texture). Might replace the lava texture later, might not. A little disappointed I can't have both warping textures and brightmaps, though.)

Eevee wrote:Humble suggestion: this will probably be a little easier on Terminus if everyone names their map after themselves, so there's not a huge pile of MAP01s to rename.

Sure, I can do that. Seems a little narcissistic to name a map SHADWHOG, but if it helps clean-up...

TheMightyHeracross wrote:If it's the MAP01 part you suggest we replace, that will be a hard task with only an 8-character lump name limit. :P

"HERACROS" would work.
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Eidolon » Thu Mar 10, 2016 12:16 am

Not sure what the policy is on reusing content from other places. If there are assets in, say, Skulltag, am I allowed to reuse them as long as I indicate where they came from? The Skulltag skybox resources are really nice and derived from Doom's own skies.
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby AD_79 » Thu Mar 10, 2016 12:27 am

Eevee wrote:Humble suggestion: this will probably be a little easier on Terminus if everyone names their map after themselves, so there's not a huge pile of MAP01s to rename.


currently mapping in the map79 slot
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Nems » Thu Mar 10, 2016 12:46 am

Gonna have to drop out of this sadly. I need more time to figure out Doom Builder (and whether or not my interests would be more in mapping or modding) and real life bullshit has taken a dump (huehuehuehue) on my mapping/modding aspirations.

I'm glad you're doing this though, Term. This is really a good thing you're doing and I hope it ends up being a regular thing that anyone can jump in and do. <3
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Wiw » Thu Mar 10, 2016 8:40 am

Rats! I've forgotten I was doing this. Other things have gotten in the way. Yeah... I'm sorry, I have to bail out for the same reasons as Nems.
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby mumblemumble » Thu Mar 10, 2016 10:07 am

Humn, making some progress, I think it shouldn't take terribly long. I got deepwater working, so that makes me feel a bit better.

Just wish I could figure out how to make the water surface transparent =x

I also hope my map isn't completely shitty..
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Scotty » Thu Mar 10, 2016 10:16 am

mumblemumble wrote:Just wish I could figure out how to make the water surface transparent =x

You can make your water with 3d floors. That has an option to set the floor's alpha.
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Henix_Aurorus » Thu Mar 10, 2016 10:30 am

Progress is being made over here. I accidentally make a secret with a ceiling lower than intended (set the ceiling height to 96 in a sector with a floor height of 64), that you can still get into while crouching. I rolled with it because it works.

...I fully intend to make full use of the fact that I have permission to use jumping and crouching.
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Deviluke Roy » Thu Mar 10, 2016 11:59 am

Eevee wrote:Humble suggestion: this will probably be a little easier on Terminus if everyone names their map after themselves, so there's not a huge pile of MAP01s to rename.


Huh. I'll have to think about DEVILUKE, DEVILROY, SINPENNY, & SINCAST (I named my map Sinpenny Castle).
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby Dancso » Thu Mar 10, 2016 11:59 am

I already have something taking shape though I really dont expect it to be either aesthetically pleasing or even fun to play.
Basically I've skipped the whole meditation process and just drew what came to my mind, when that got dull i switched to drawing semi-random shapes for rooms, hoping that as I go with them I get inspiration to turn them into something not horrible :P

I am guilty of having put way too much time into a couple areas than others, a pretty bad way to start I guess, not sure if I'll have time to balance out the level of detail.
It also slightly irks me that the places I've created make no sense, or at least seem very impractical to resemble something out of real life, but I guess I better not overthink it, at least until designing traps and encounters become second nature.
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby TheAdmantArchvile » Thu Mar 10, 2016 12:09 pm

Eevee wrote:Humble suggestion: this will probably be a little easier on Terminus if everyone names their map after themselves, so there's not a huge pile of MAP01s to rename.

Anyone taken slot 69?
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby QuakedoomNukem Cz » Thu Mar 10, 2016 12:15 pm

Just a little question on you, Terminus. How many episodes of DUMP are you planning? I'll might make a single map on my own (not for this project, but 'cause to celebrate my birthday on 22.3.).
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Postby mumblemumble » Thu Mar 10, 2016 12:28 pm

Humn, 3d floors... I suppose... Wouldn't be that hard of a conversion.

I hope ill be able to balance it well, while still keeping it hd friendly.
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