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.
- bioshockfan90
- Posts: 3
- Joined: Fri Mar 25, 2016 4:06 pm
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
Sorry it took so long for me to make this final update, personal issues and I wasn't on my computer for a bit. Anyway, here it is.
https://www.dropbox.com/s/y7ilrs33d6ga1 ... c.zip?dl=0
Changelog
-can't jump to red key
https://www.dropbox.com/s/y7ilrs33d6ga1 ... c.zip?dl=0
Changelog
-can't jump to red key
- Mor'Ladim
- Posts: 312
- Joined: Tue Sep 27, 2005 7:38 am
- Location: An artifact in an image you foolishly saved as a JPEG.
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
Submitting this (final?) version with hopes it will make it in to the second build in time!
Black Metal Fortress
Map 01, and in the test build, it is map 57.
Changes are as follows (when comparing the version in the test build):
-Expanded almost every 'zone'. The gray castle looking area that was previously part of the base zone has now been made into its own zone, with new music added for it.
-Base zone music changed and a new music track added to a sub-zone within the Black Metal Fortress.
-Added 'roadblocks' to some zones to prolong their life. Mostly done for the sake of increasing the time a music track is heard.
-Added more enemies and items to previous zones.
-New mid level ammo types added for better balance and less clutter.
-Each zone has 2 secrets. Some are pretty devious/Guide Dang It secrets.
Maps stats are now:
(Old > New)
Monsters - 99 > 290
Secrets - 3 > 10
Items - 41 > 92
File size is now 2.75 MB
Overall, the map is a more challenging experience, compared to the earlier versions. However, I am not sure if it is balanced towards the later half, as I had to edit some areas a few times to account for the increased difficulty, and I really couldn't restart a test run when adding in an extra medikit and etc. because that would have taken even more time! But note that I tried a run to see how balanced it is without finding any secrets, so it may be easier than I believe if secrets are taken into account. I am also unsure as to whether I should move the Super Shotgun to an earlier location or not, for as it stands now, you get it rather late in the map, towards the final areas.
Other notes:
I had fun creating this map, and I can see why some Megawads had a long development time! This map alone took me the whole month to create and polish! Not to mention the custom props and textures, some created specifically for the map. I still would like to one day release a Megawad of my very own, similar to Scythe or Revolution, where the maps are short but still fun. Thanks to this project, I learned how to use Doom Builder along with new tricks, as before, I was quite inexperienced with it. This is also my first Doom II map!
I also get a very strong SNES vibe from my map, but that may be due to the map exclusively using SNES music. I also love Castlevania: Symphony of the Night, and it shows in some parts of the map, especially with the concept of zones and music changes.
In the end, I enjoyed the project and would be interested in the next!
Black Metal Fortress
Map 01, and in the test build, it is map 57.
Changes are as follows (when comparing the version in the test build):
-Expanded almost every 'zone'. The gray castle looking area that was previously part of the base zone has now been made into its own zone, with new music added for it.
-Base zone music changed and a new music track added to a sub-zone within the Black Metal Fortress.
-Added 'roadblocks' to some zones to prolong their life. Mostly done for the sake of increasing the time a music track is heard.
-Added more enemies and items to previous zones.
-New mid level ammo types added for better balance and less clutter.
-Each zone has 2 secrets. Some are pretty devious/Guide Dang It secrets.
Maps stats are now:
(Old > New)
Monsters - 99 > 290
Secrets - 3 > 10
Items - 41 > 92
File size is now 2.75 MB
Overall, the map is a more challenging experience, compared to the earlier versions. However, I am not sure if it is balanced towards the later half, as I had to edit some areas a few times to account for the increased difficulty, and I really couldn't restart a test run when adding in an extra medikit and etc. because that would have taken even more time! But note that I tried a run to see how balanced it is without finding any secrets, so it may be easier than I believe if secrets are taken into account. I am also unsure as to whether I should move the Super Shotgun to an earlier location or not, for as it stands now, you get it rather late in the map, towards the final areas.
Other notes:
I had fun creating this map, and I can see why some Megawads had a long development time! This map alone took me the whole month to create and polish! Not to mention the custom props and textures, some created specifically for the map. I still would like to one day release a Megawad of my very own, similar to Scythe or Revolution, where the maps are short but still fun. Thanks to this project, I learned how to use Doom Builder along with new tricks, as before, I was quite inexperienced with it. This is also my first Doom II map!
I also get a very strong SNES vibe from my map, but that may be due to the map exclusively using SNES music. I also love Castlevania: Symphony of the Night, and it shows in some parts of the map, especially with the concept of zones and music changes.
In the end, I enjoyed the project and would be interested in the next!
- TerminusEst13
- Posts: 1625
- Joined: Mon Nov 09, 2009 3:08 pm
- Contact:
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
aaaaaaaaaaaaaaaaaaaa every time i think i'm good to go someone else submits an update
(Nah, keep up the good work, mates! Thanks very much for working so hard!)
(Nah, keep up the good work, mates! Thanks very much for working so hard!)
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
One quick little update to Defecation Foundation.
Fixed a mistakenly marked pain sector and a few texture/HOM issues.
https://www.dropbox.com/s/y4dg1f6sluy8y ... n.wad?dl=0
Fixed a mistakenly marked pain sector and a few texture/HOM issues.
https://www.dropbox.com/s/y4dg1f6sluy8y ... n.wad?dl=0
- 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
Well, The test build'll be worth the wait! I'm sure of it!
P.S. I remember a video where Dump episode 2 was played by the Doom 2 BFG package (the one with the No Rest for the living maps). I just want to ask, will I need to make a seprate version for Doom 2 BFG users?
P.S. I remember a video where Dump episode 2 was played by the Doom 2 BFG package (the one with the No Rest for the living maps). I just want to ask, will I need to make a seprate version for Doom 2 BFG users?
- simpletonnn
- Posts: 313
- Joined: Thu Nov 13, 2014 8:20 pm
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
don't worry term, I've stopped updating simply because the time to submit updates is long over.TerminusEst13 wrote:aaaaaaaaaaaaaaaaaaaa every time i think i'm good to go someone else submits an update
- SoundofDoomDoors
- Posts: 25
- Joined: Wed Mar 30, 2016 5:00 pm
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
I'm getting there. Here's 48 through 56, this time with SPOILERS so the post isn't massive like my last one.
Spoiler:
- 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
Try jumping. Just, try jumping around a lot. Especially near the outer edge (preferably without accidentally launching yourself off the edge- I did that several times while testing the map myself). It'll become pretty clear eventually. And if all else fails, shoot through the grate above the center of the arena; it's not as fast as going up there yourself, but it gets the job done.SoundofDoomDoors wrote:MAP56: I can't reach the second floor. I like the pacing of this map versus the other invasion level I've played in the wad, but I can't get it to work in either GZDoom or Zandronum. I also tried the latest update posted here and it doesn't work for me either. Maybe it's configured for certain compatibility settings or dependencies I'm not aware of. This is one map that although I didn't finish it, I would actually like to. I thought the first wave and a half was pretty fun.[/spoiler]
Still, glad to know my choice in pacing was a good one. I figured, rather than potentially overwhelm the player with continuous spawns, I'd have it spawn a bunch at once, then wait for those ones to be dead before spawning more. that and it's easier to code
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
Sorry, no excuses now, the updated version is out, try it an tell me what you think about it.SoundofDoomDoors wrote: MAP55: No. I don't like instant death platforming like this. Pretty lights though. I don't have any FPS problems in GZDoom.
DNF.
Here's the link: Updated_Map55.
..Ugh, the update was correct, my fault.
By the way, I would really appreciate if my map will be criticized more, just to know what can be improved, what can change and what not.
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Kribbulous
- Posts: 7
- Joined: Tue Mar 01, 2016 9:43 pm
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
Okay, finally fixed the most obnoxious bug! Here's the latest update.
Map37 - Towers of Fault
As a quote, I'd like: "Cacodemons are your helpful friends."
Changelog:
V2:
Playerstart, derp.
Some texture alignments.
Fixed imps and knights blocking the cyberdemons from teleporting in.
Deleted extraneous chaingunners.
V3:
Fixed the mysterious shot blocking in the first room (map exceeded 32,678 units - thanks Yholl for helping find out what was causing this!)
More texture alignments.
Added playerstarts 2 through 8 (why not 8 player dump2?)
Fixed monsters in the final area already being awake and infighting when you arrive.
Removed extraneous demons.
Map37 - Towers of Fault
As a quote, I'd like: "Cacodemons are your helpful friends."
Changelog:
V2:
Playerstart, derp.
Some texture alignments.
Fixed imps and knights blocking the cyberdemons from teleporting in.
Deleted extraneous chaingunners.
V3:
Fixed the mysterious shot blocking in the first room (map exceeded 32,678 units - thanks Yholl for helping find out what was causing this!)
More texture alignments.
Added playerstarts 2 through 8 (why not 8 player dump2?)
Fixed monsters in the final area already being awake and infighting when you arrive.
Removed extraneous demons.
- 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
I am in bold because why the hell not.
SoundofDoomDoors wrote: MAP49: I played the old and new versions of this map. I refuse to talk about the original. It was awful.
Basicly, there were some rooms with platforming, rooms without shading, some poor fights, no secret exit, etc. Well, if that didn't exist, I wouldn't have learned anything, would I? You grow by failing.
So I just had a short ramble, but I think it was justified.
Overall, this map makes me think it was made on drugs with the texture choices. I hesitate to call them plain bad. They aren't exactly good, but there's something...off about them.
Looks fine to me. IDK what's so bad about them, I just used vanilla textures. Vanilla's not a drug...is it?
He's Back. Tom Hatler wrote:Goddammit, Roy......you're trying to hard again! Jokes are only funny when you say something in them!He's Back. Jon Blair wrote:Wait, this was made on drugs? This place doesn't look it! It's as fine as it can be.The architecture's flat, much like the quote says.Tom wrote:Let's just move on.
Silliness aside, I think you're right. It is flatland.Jon wrote:Well, what did you expect? This place wasn't built on a mountain!
I spent most of the map with the chaingun, since it seemed like the best choice against the SS. At least I didn't get bored here! I would have if it had gone on longer, but it didn't overstay its welcome.
Well, I was aiming for a short, easy map that didn't really try to be hard or anything.
*30 minutes later...*
Set the sides of your doors to lower unpegged.Tom wrote:Allright, who's the fucker that left the chaingun?
Done. https://www.dropbox.com/s/7n5enmiw3bhjv ... s.wad?dl=0
100% Kills
100% Secrets
0 Deaths (on version 2, that is. I got BFG'd on version one. It wasn't funny in STRAIN and it's not funny here either!)
Maybe you can replace the BFG zombies in STRAIN with what I replaced them with. I'm not spoiling my jokes!
Tom wrote:Who made me say "Smeghead"?!
- SoundofDoomDoors
- Posts: 25
- Joined: Wed Mar 30, 2016 5:00 pm
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
Alright I'm done until the next version. That's a lot of Doom. This feedback post includes MAP37REDO, and 56REDO through 60. Maybe I'll try 55 again when the new build comes out.
Spoiler:
- 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
Hoo boy, I was hoping no one would notice that. To be blunt, I have no idea what's causing that. There's no vertices creating that section, there's no sector missing there, it displays normally in GZDoom Builder... it's confusing. Far as I can tell, it seems to be some kind of rendering error in the engine, or something, and I can't figure out how to fix it.SoundofDoomDoors wrote:Using the latest updated version, I was able to see through part of the floor on the outside of the map, first level.
- 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
You know, I have to apologise to Slade3. I now see the thing ID's. I didn't see them earlier. Oh well. It is what it is.
Back on topic...Well...there isn't really much to do but wait. Eh. At least I got to make a working teleporter.
Back on topic...Well...there isn't really much to do but wait. Eh. At least I got to make a working teleporter.
Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme
Here is an update for my map (MAP53), hopefully the last one. Download it here -- It should work by loading the current test build first and then this pk3 over it. Here is a list of changes over the weekend:
As for the quote: "If you look past all these books, you might just spot a castle."
- Changed the ending area in light of me getting a best time of 20 seconds by jumping on an imp
- Added a par time of 4:00 minutes
- Added two secrets
- Added coop mode starts
- Fixed the bug with the red bricks area staircase causing an invisible wall
- Fixed texture misalignments all over the map
- Changed Arch-Vile battle triggers so you cannot get stuck by rocket jumping into it
- Made certain areas look plain better
- Some balance changes, probably more monsters
- Certain skips are a little harder to get now (if you find a skip, it is intentional)
As for the quote: "If you look past all these books, you might just spot a castle."

