DUMP Episode 2: Dump Harder [RELEASED]

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

Post by dukka »

Hello yes I would like to contribute to this insane man's mapping compendium aneurysm.
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Deviluke Roy
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Deviluke Roy »

Hey. I'm Interested. Can you put me on the list?
Last edited by Deviluke Roy on Sun Mar 06, 2016 5:03 pm, edited 1 time in total.
Kribbulous
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Kribbulous »

Here's the music I'm gonna use, in its semi-maybe-final form.

https://www.dropbox.com/s/99xpzyhobdmom ... P.mid?dl=1
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Kinsie
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Kinsie »

I'm in. I accidentally started about 24 hours early because I got really excited, but I've spent most of the time so far messing around with textures and such.

I'm anxious to see what people think!
LordMordecai
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by LordMordecai »

I've been lurking for years and finally decided to make an account here to sign up for this project. I've always wanted to share my maps, so to have it included in such a neat project would be great. Really looking forward to seeing what people make. I've been playing through DUMP 1 and I love it so far!
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Beed28
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Beed28 »

Is it too late for me to sign up?
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TheMightyHeracross
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by TheMightyHeracross »

What the hell, I'm in. I'll take any excuse to quit discouraging myself due to my lack of talent and get shit done.
Killamanjaro53
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Killamanjaro53 »

Goddammit all these noobs getting in to mapping and I`m sitting here doing nothing, crap well I`m in, *Sobs lightly at the torture* :P
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wildweasel
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by wildweasel »

Geez, Terminus, how is it you start one community project and suddenly new users are coming out of the woodwork to join you? =P
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Big C
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Big C »

wildweasel wrote:Geez, Terminus, how is it you start one community project and suddenly new users are coming out of the woodwork to join you? =P
Probably the gentle reassurance that we don't have to make something super-razzle-dazzle for this project. :P
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Infirnex
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Infirnex »

Already messaged Term on Steam about it, but my hat is thrown in.

Considering my maps are only competitive multiplayer maps and no single player maps (besides ZDCMP2), and considering I suck at detailing, this will be rather...uh...

Well good luck everyone!
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rosfell
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by rosfell »

Okay, the basic layout for my map is almost ready, I'm done with sketching every detail of it and I'm ready to start working on it, but there's a little thing I would like to confess before I start, and believe me, I feel ashamed of it:

I HAVE NO IDEA HOW TO MAKE A STUPID DOOR AT ALL...

You can punch me in the face now...
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Eidolon
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Eidolon »

rosfell wrote:I HAVE NO IDEA HOW TO MAKE A STUPID DOOR AT ALL...
You'll probably figure it out when you're producing the map, but you'll need to make a "control sector" outside of the playable area of the map, and a space between two rooms as the "target" (i.e., the actual door). Set both to use the same sector tag. On one of the linedefs for your control sector, set the linedef special 12:Door_Raise. There are a few parameters, see the wiki for more info. http://zdoom.org/wiki/Door_Raise

For a more detailed explanation, eevee's tutorial series on Doom mapping has doors fairly early. https://eev.ee/blog/2015/12/19/you-shou ... el-part-1/
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Jimmy
 
 
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Jimmy »

Eidolon wrote:You'll probably figure it out when you're producing the map, but you'll need to make a "control sector" outside of the playable area of the map, and a space between two rooms as the "target" (i.e., the actual door). Set both to use the same sector tag. On one of the linedefs for your control sector, set the linedef special 12:Door_Raise.
This is, uh, highly incorrect, and not what Eevee's tutorial tells you. Door specials go straight on the line the player hits "use" on, and doors almost never use control sectors.

Basically, make a door-shaped rectangle that connects two rooms. Lower the ceiling of the rectangle sector to the floor. Texture the lines this creates with a door texture. Give those lines the number of the special you'll be using (it's 1 for Vanilla and 12 for ZDoom).

The special Door_Raise takes a tag, a speed argument (up/down movement speed, default is 16), and a delay argument (time before it closes, default 150). However, putting the special on the door and not on a switch or anything means you can ignore tagging entirely. Door specials that go on the doors themselves (i.e. not on switches or walkover lines) do not need to be tagged, so that's one less step to worry about.

One last thing to check - make sure the lines of door are facing outward, not inward. Look on the lines for the little thing pointing out. If it's pointing inside the door, hit F (works in Doom Builder and SLADE) and you'll flip them round to face out from the door instead. This is important because specials get activated only from the front side of linedefs (barring very special instances).

If in doubt:
[wiki]Door_Raise[/wiki] - standard door special
[wiki]Door_Open[/wiki] - standard door special (doesn't close)
[wiki]Vertical door[/wiki] - more information

god doors aren't as hard as I just made them out to be with all this text fghfdsfjdhjsggsgdsg
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Kinsie
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Kinsie »

Image

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