DUMP Episode 2: Dump Harder [RELEASED]
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Henix_Aurorus
- Posts: 108
- Joined: Tue Aug 27, 2013 3:42 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Location: The Endless Void
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
Neither did I. The more you know!
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
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
Credits file included in the wad.
"Temple of Waves"
https://dl.dropboxusercontent.com/u/152 ... MP2_v1.wad
Spoiler:
- Shadow Hog
- Posts: 173
- Joined: Fri Aug 14, 2015 8:56 pm
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
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.
I love how I keep learning things this program can do, even after years of using it.
- Kinsie
- Posts: 7402
- Joined: Fri Oct 22, 2004 9:22 am
- Graphics Processor: nVidia with Vulkan support
- Location: MAP33
- Contact:
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
Thank Term. He and his crew taught me that during one of his mapping streams.
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
I fixed mine shitty map too - there's just one spot left i just can't figure out
infested-fixed
Sorry for any inconvenience
infested-fixed
Sorry for any inconvenience
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
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.
Download Shit Map Here.
Here is the texture pack that is heavily used for this map.
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LordMordecai
- Posts: 26
- Joined: Sun Mar 06, 2016 9:27 am
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
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.
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/323oe ... rdecai.zip
This should be a blast of nostalgia for fans of a certain FROM SOFTWARE series of the PlayStation 2.
Here's the link:
http://www.mediafire.com/download/323oe ... rdecai.zip
- 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
That's OK, Term. It is the way it is.TerminusEst13 wrote:SHIT, I DIDThanuris wrote:I think that Terminus skipped Deviluke Roy's map accidentally.
SORRY
On another note, I can't wait for the Test build to come out!
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
Well now I definitely have to steal this for SLADE.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.
Curious how it works, though, since +warp from the command line was broken until ZDoom 2.8.
- Shadow Hog
- Posts: 173
- Joined: Fri Aug 14, 2015 8:56 pm
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
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.
- Sgt. Shivers
- Posts: 1743
- Joined: Fri Jun 22, 2012 5:39 am
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
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?
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
Sounds like a great idea to me.
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
a custom map set for an already existing gameplay mod?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?
such a thing can exist?
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mumblemumble
- Posts: 927
- Joined: Fri Aug 23, 2013 1:59 pm
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
Hideous destructor mapset you say? Yes please 
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Untitled
- Posts: 350
- Joined: Thu Apr 18, 2013 5:04 am
- Preferred Pronouns: He/Him
- Operating System Version (Optional): Windows 10
- Contact:
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
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).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?

