DUMP Episode 3: BFG Edition [map + weapons released]

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Re: DUMP Episode 3: BFG Edition [Map build released]

Postby Lord_Greyscale » Sun Oct 23, 2016 4:46 pm

Okay, I don't know how you gentlemen never encountered this before, but MAP55: UAC Ocean Base is, well, broken in Co-op.

By simple virtue of literally every single thing being flagged Only for Single-player.


Spoiler: "Here's a picture example


There may be other levels that are broken in a similar manner, but that's the one I and my Brother ran into Head-first last night.

EDIT: I derped and didn't properly image the picture. I've fixed it.
Last edited by Lord_Greyscale on Mon Oct 24, 2016 12:00 am, edited 1 time in total.
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Re: DUMP Episode 3: BFG Edition [Map build released]

Postby Neonspider » Sun Oct 23, 2016 5:59 pm

On our map (Crater) (myself and Plutonic Overkill) coop works but the cutscenes will sometimes bug out and won't appear for one of the players. We tried fixing it but gave up and commented out the half fixed version. It's not game breaking though.
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Re: DUMP Episode 3: BFG Edition [Map build released]

Postby DrakeSpyker » Sun Oct 23, 2016 6:23 pm

combatxtreme wrote:On our map (Crater) (myself and Plutonic Overkill) coop works but the cutscenes will sometimes bug out and won't appear for one of the players. We tried fixing it but gave up and commented out the half fixed version. It's not game breaking though.


Actually, on that note, the cutscene for the cyberdemon area will trigger every single time one of the trigger linedefs is crossed (the first time for each of them, as they each trigger only once), freezing any and all players that may be fighting the cybers (though only the one crossing the line will actually see it). This may result in such nastiness as the other poor players being killed by the cyber solely because they can't move anymore, or even the player crossing the line if he moves into the cybers' line of sight.

Although each line only triggers once, they should not be allowed to trip the cutscene more than once. A suggestion would be to have the script set a variable the first time it gets called, then if the script gets called and the variable's set, do nothing.

Not sure how to make certain it plays for everyone, as of yet.
Last edited by DrakeSpyker on Sun Oct 23, 2016 8:24 pm, edited 1 time in total.
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Re: DUMP Episode 3: BFG Edition [Map build released]

Postby DavidN » Sun Oct 23, 2016 6:24 pm

It's time for another round of reviews - this batch covers maps 21 to 30.

http://teamouse.net/games/doom/dump3.txt

Spoiler: "MAPS 21-30"
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Re: DUMP Episode 3: BFG Edition [Map build released]

Postby TerminusEst13 » Sun Oct 23, 2016 6:35 pm

DavidN wrote:MAP13 - The Fun Lab by TerminusEst13

Again, definitely one by an experienced mapper :)


I'm flattered, but I am not at all an experienced mapper. So I suppose if anything, it's a testament to my ability to fake it and pretend I know what I'm doing. :D
Thank you for the feedback.
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Re: DUMP Episode 3: BFG Edition [Map build released]

Postby leodoom85 » Sun Oct 23, 2016 7:46 pm

Lord_Greyscale wrote:Okay, I don't know how you gentlemen never encountered this before, but MAP55: UAC Ocean Base is, well, broken in Co-op.

By simple virtue of literally every single thing being flagged Only for Single-player.


Spoiler: "Here's a picture example


There may be other levels that are broken in a similar manner, but that's the one I and my Brother ran into Head-first last night.


Sorry for that, but myself and others thought that these maps could be played as singleplayer mode, because that was designed for that purpose (that's for involving scripts and maybe compatibility). Even other mappers considered putting deathmatch maps, but I don't know if the current maps have the corresponding flag for that mode.
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Re: DUMP Episode 3: BFG Edition [Map build released]

Postby DrakeSpyker » Sun Oct 23, 2016 8:21 pm

leodoom85 wrote:Sorry for that, but myself and others thought that these maps could be played as singleplayer mode, because that was designed for that purpose (that's for involving scripts and maybe compatibility). Even other mappers considered putting deathmatch maps, but I don't know if the current maps have the corresponding flag for that mode.


He was referring to the fact that it has nothing under cooperative either. I can understand not bothering with Deathmatch, as only a few of these levels look like they'd be any fun for a DM game (usually arenas like the one that came to resemble Dead Simple, can't remember it's name right off).

The only reason this was an issue is that nothing whatsoever in the map supports coop, including the teleport destinations. This means that the map is completely unplayable and will catch players that are attempting to play in coop unaware, resulting in an inescapable map unless cheats are involved.
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Re: DUMP Episode 3: BFG Edition [Map build released]

Postby leodoom85 » Sun Oct 23, 2016 8:50 pm

He was referring to the fact that it has nothing under cooperative either. I can understand not bothering with Deathmatch, as only a few of these levels look like they'd be any fun for a DM game (usually arenas like the one that came to resemble Dead Simple, can't remember it's name right off)


Oh, ok. You know, I was so focused doing my map solely for the purpose of singleplayer mode that I just simply forgot putting the cooperative flag. I think that could be interesting if cooperative mode was added on my map, but I would need feedback for that and I hadn't much time to do it back then.
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Re: DUMP Episode 3: BFG Edition [Map build released]

Postby DrakeSpyker » Sun Oct 23, 2016 8:56 pm

We'd actually love to help with that, given the opportunity (or at least I would). The game just isn't as much fun by ourselves anymore, and we're somewhat short on impressive map packs to play together.
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Re: DUMP Episode 3: BFG Edition [Map build released]

Postby Lord_Greyscale » Sun Oct 23, 2016 9:00 pm

On that note, the only things I would personally change for CO-OP, applies to many of the maps in this pack.

Don't use once-only teleporters, they break maps in co-op.
Any of the "mini-arena" traps, add in a way for someone outside the trap to get inside it, and still have it be a trap. (EX: bars in the way? using the outside of the bars teleports the person using them into the trap-arena. [preferably in mid-air, so they're much less likely to telefrag the guy who tripped the trap])

I can't think of anything else major, yet, but I'll try and collect my thoughts on spots in all the maps that could have been handled better in co-op as I encounter them.
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Re: DUMP Episode 3: BFG Edition [Map build released]

Postby Shadow Hog » Wed Oct 26, 2016 9:38 am

I recall him lamenting on-stream about how many people decided to make TEXTURES files containing the entirety of Doom 2's TEXTURE1/PNAMES in full for whatever reason, not just the new texture definitions, so I guess we've got a long ways to go before we've fully crossed that bridge.
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Re: DUMP Episode 3: BFG Edition [Map build released]

Postby TerminusEst13 » Wed Oct 26, 2016 11:55 am

I fucking hate the Textures lump.
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Re: DUMP Episode 3: BFG Edition [Map build released]

Postby Thyrork » Wed Oct 26, 2016 12:25 pm

I had some health problems but got a few more done:

MAP 54 - WINTER IN SUMMER - TehRealSalt
MAP 55 - THE UAC OCEAN BASE - LeoDoom85
MAP 59 - INFESTED INSTALLATION - Flipy
MAP 56 - HOT WATER MUSIC - Protester
MAP 57 - LAMBDA BASE- FloatRand
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Re: DUMP Episode 3: BFG Edition [Map build released]

Postby Redead-ITA » Wed Oct 26, 2016 1:02 pm

*Notices the updated version of dump 3*
*Download it*
*My map is still not update it*
:/
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