DUMP Episode 3: BFG Edition [map + weapons released]
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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.
Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]
I'm going to join this project since i'm working on a new doom map. This time it will only have doom 2 textures due to last times incident.
- InsanityBringer
- Posts: 3392
- Joined: Thu Jul 05, 2007 4:53 pm
- Location: opening the forbidden box
Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]
I was digging through the stuff John Romero released in 2015 and found a finished version of the alpha bfg pickup sprite. I thought it looked cool so I was sort of inspired to make a bfg using a sprite that looks like it. Press fire to unleash tons of dark energy pulses. Press altfire for a plasma grenade
WEAPON:
- Download link: https://dl.dropboxusercontent.com/u/696 ... Cannon.wad
- Name: DarkPulseCannon
- Credits: Base view sprite from id software, edit by me. Pickup sprite from id software, in the stuff dumped by Romero. Primary fire sound from Quake, Altfire sounds from Strife
- Tier: BFG Tier weapon
I wanted it to feel distinct from the "BFG 2704", but I'm not sure if I succeeded. ah well.
I also released a bugfix for my map
EDIT: Updated weapon to do a bit more damage for its altfire. larger radius, doesn't affect user. It's not amazing, but it works.
EDIT: actually works in zandy now.
WEAPON:
- Download link: https://dl.dropboxusercontent.com/u/696 ... Cannon.wad
- Name: DarkPulseCannon
- Credits: Base view sprite from id software, edit by me. Pickup sprite from id software, in the stuff dumped by Romero. Primary fire sound from Quake, Altfire sounds from Strife
- Tier: BFG Tier weapon
I wanted it to feel distinct from the "BFG 2704", but I'm not sure if I succeeded. ah well.
I also released a bugfix for my map
EDIT: Updated weapon to do a bit more damage for its altfire. larger radius, doesn't affect user. It's not amazing, but it works.
EDIT: actually works in zandy now.
Last edited by InsanityBringer on Wed Jun 15, 2016 6:28 pm, edited 1 time in total.
Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]
being the huge-ass procrastinator, i only just started my map
i'll get it done, dammit!
maybe i'll even churn out that weapon i though about making
two days is more than enough to scramble something together
i'll get it done, dammit!
maybe i'll even churn out that weapon i though about making
two days is more than enough to scramble something together
-
- Posts: 170
- Joined: Tue Jan 01, 2013 8:51 pm
Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]
I like how it looks like it catches fire on the inside. maybe instead of the black smoke it could fire invisible "heat" projectiles.InsanityBringer wrote:I was digging through the stuff John Romero released in 2015 and found a finished version of the alpha bfg pickup sprite. I thought it looked cool so I was sort of inspired to make a bfg using a sprite that looks like it. Press fire to unleash tons of dark energy pulses. Press altfire for a plasma grenade
WEAPON:
- Download link: https://dl.dropboxusercontent.com/u/696 ... Cannon.wad
- Name: DarkPulseCannon
- Credits: Base view sprite from id software, edit by me. Pickup sprite from id software, in the stuff dumped by Romero. Primary fire sound from Quake, Altfire sounds from Strife
- Tier: BFG Tier weapon
I wanted it to feel distinct from the "BFG 2704", but I'm not sure if I succeeded. ah well.
I also released a bugfix for my map
EDIT: Updated weapon to do a bit more damage for its altfire. larger radius, doesn't affect user. It's not amazing, but it works.
-
- Posts: 927
- Joined: Fri Aug 23, 2013 1:59 pm
Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]
Weelllllllllll apparently I suck at both ACS coding, and getting shit running in general.
Regardless, 2nd map
MAP: "Stop your sins" https://www.mediafire.com/?5kdq90ir9dvappr
Credits : Vanilla textures (too fucking lazy to use new ones...) http://modarchive.org/index.php?request ... ery=158247 this music
Quote. "I cant believe I could make 3 arial launching cacodemon arenas, and get stuck making a simple door. FML"
As the quote implies, I've tried EVERYTHING to get the final door to open when the final room is cleared, but ACS scripting is being a douche despite the first 2 working...apparently there are monsters SOMEWHERE that aren't showing up because kill monsters command opens it, yet clearing the room with a fast fire, infinite ammo bfg does fucking nothing, and changing tags does nothing.
Soooo, its not BEATABLE at the moment due to the door being stuck, but I give up with that, I'm sorry term but I just spent 5 hours and got nowhere...someone else fix it please, or just scrap it.
Regardless, if someone could test it I'd appreciate it. Its beatable(up till the damn wooden door), but you gotta use the full range of movement to your advantage. holding jump on bouncy surfaces in the first room enhances the bounce use this to dodge better.
Also, I would love to see someone try this with demonsteele....or fix my damn door.
Regardless, 2nd map
MAP: "Stop your sins" https://www.mediafire.com/?5kdq90ir9dvappr
Credits : Vanilla textures (too fucking lazy to use new ones...) http://modarchive.org/index.php?request ... ery=158247 this music
Quote. "I cant believe I could make 3 arial launching cacodemon arenas, and get stuck making a simple door. FML"
As the quote implies, I've tried EVERYTHING to get the final door to open when the final room is cleared, but ACS scripting is being a douche despite the first 2 working...apparently there are monsters SOMEWHERE that aren't showing up because kill monsters command opens it, yet clearing the room with a fast fire, infinite ammo bfg does fucking nothing, and changing tags does nothing.
Soooo, its not BEATABLE at the moment due to the door being stuck, but I give up with that, I'm sorry term but I just spent 5 hours and got nowhere...someone else fix it please, or just scrap it.
Regardless, if someone could test it I'd appreciate it. Its beatable(up till the damn wooden door), but you gotta use the full range of movement to your advantage. holding jump on bouncy surfaces in the first room enhances the bounce use this to dodge better.
Also, I would love to see someone try this with demonsteele....or fix my damn door.
-
- Posts: 180
- Joined: Fri Mar 11, 2016 8:06 am
Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]
The weapons need to be compatible with deathmatch, right?
-
- Posts: 927
- Joined: Fri Aug 23, 2013 1:59 pm
Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]
I really doubt it, since none of these maps really are going to be DM (99% sure). What do you mean compatible by the way? like COOP? how would a gun not work in coop / deathmatch? Balance?
- Mor'Ladim
- Posts: 311
- Joined: Tue Sep 27, 2005 7:38 am
- Location: An artifact in an image you foolishly saved as a JPEG.
Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]
I have another weapon ready. I would have liked to have created more, but I foolishly spent my time tending to my Overwatch fever! Anyway, here is the weapon:
Link: https://www.dropbox.com/s/bm1ft1h6jv21q ... s.wad?dl=0
Name: Plasma Busters
Credits: Mor'ladim, Capcom, Konami, SNK, Sega, Insomniac Games. (Detailed credits in WAD)
Tier: Plasma Rifle
Definitely not my best work, as the weapon is rather basic. I wanted to create a weapon that utilizes the alt-fire of this current weapon, but I didn't have time to create new sprites. Therefore, I edited the sprites of my Raptor Handgun to make it appear more energy based, removed the blade alt-fire, and replaced it with this instead.
And again, the link for my previous weapon (with some suggestions taken into account): Iron Annihilator
These weapons are considered done, as far as major behavior and sprite work goes. Perhaps later I will tweak the brightness on some of the sprites, and add lighting to the Plasma Busters when they are fired. I still need to alter some of the Iron Annihilator code as well so it won't keep trying to switch firing modes when out of ammo for both types.
Link: https://www.dropbox.com/s/bm1ft1h6jv21q ... s.wad?dl=0
Name: Plasma Busters
Credits: Mor'ladim, Capcom, Konami, SNK, Sega, Insomniac Games. (Detailed credits in WAD)
Tier: Plasma Rifle
Definitely not my best work, as the weapon is rather basic. I wanted to create a weapon that utilizes the alt-fire of this current weapon, but I didn't have time to create new sprites. Therefore, I edited the sprites of my Raptor Handgun to make it appear more energy based, removed the blade alt-fire, and replaced it with this instead.
And again, the link for my previous weapon (with some suggestions taken into account): Iron Annihilator
These weapons are considered done, as far as major behavior and sprite work goes. Perhaps later I will tweak the brightness on some of the sprites, and add lighting to the Plasma Busters when they are fired. I still need to alter some of the Iron Annihilator code as well so it won't keep trying to switch firing modes when out of ammo for both types.
Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]
Just make it a key door and have the key drop after everything is dead or something along those lines.mumblemumble wrote:As the quote implies, I've tried EVERYTHING to get the final door to open when the final room is cleared, but ACS scripting is being a douche despite the first 2 working...apparently there are monsters SOMEWHERE that aren't showing up because kill monsters command opens it, yet clearing the room with a fast fire, infinite ammo bfg does fucking nothing, and changing tags does nothing.
Soooo, its not BEATABLE at the moment due to the door being stuck, but I give up with that, I'm sorry term but I just spent 5 hours and got nowhere...someone else fix it please, or just scrap it.
-
- Posts: 927
- Joined: Fri Aug 23, 2013 1:59 pm
Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]
Problem isn't the door itself, its the fact I cannot make it happen after the room is cleared. I'm using ACS script for making the doors open when all the enemies die, and essentially a key drop would be the same thing, but different effect.
My issues is SOMETHING is wrong with the monster spawns, but I dont know what. Clearing the room doesn't make the door go, but kill monsters in console DOES, and even changing tags / changing which monsters that need to die doesn't help.... I'm really at my wits end as to why
My issues is SOMETHING is wrong with the monster spawns, but I dont know what. Clearing the room doesn't make the door go, but kill monsters in console DOES, and even changing tags / changing which monsters that need to die doesn't help.... I'm really at my wits end as to why
Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]
Here's an update to my gun that I totally didn't do a week ago and forgot to post here. Mostly balance changes, can't remember what exactly. Also I renamed it to Varia Launcher because Metroid (yes I know it doesn't make much sense but it sounds cool) I didn't rename the .pk3 so it's more obvious that it's and update and not a new gun
https://www.dropbox.com/s/0vmxxdy530nv1 ... 1.pk3?dl=0
https://www.dropbox.com/s/0vmxxdy530nv1 ... 1.pk3?dl=0
- Deviluke Roy
- Posts: 405
- Joined: Sat Mar 05, 2016 4:43 pm
- Location: Where's my jokebook?
Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]
Well, I think he means how well a weapon in deathmatch is balanced, of course. You don't want a dm game where everyone is hoping to get that overpowered whatever weapon.mumblemumble wrote:I really doubt it, since none of these maps really are going to be DM (99% sure). What do you mean compatible by the way? like COOP? how would a gun not work in coop / deathmatch? Balance?
Ps. I WAS thinking of making a dm map, but term asked me to stop, and I stopped.
-
- Posts: 180
- Joined: Fri Mar 11, 2016 8:06 am
Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]
What? You know you will be able to use the weapons with other map packs, right? I can simply use the weapons with a DM map pack.mumblemumble wrote:I really doubt it, since none of these maps really are going to be DM (99% sure). What do you mean compatible by the way? like COOP? how would a gun not work in coop / deathmatch? Balance?
I was asking this because Kinsie balanced his gun to deathmatch, so I was asking if it was a requirement.
BTW, people aren't reading the part of the original post where it says "THE WEAPONS AND MAPS WILL BE SEPERATE". If someone is going to submit a map or weapon to a project, they should atleast read the original post with atention, but it doesn't seem the case. Just saying this because it already happened two times in less than a week '-'
- InsanityBringer
- Posts: 3392
- Joined: Thu Jul 05, 2007 4:53 pm
- Location: opening the forbidden box
Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]
After some debate, I've decided to adjust the altfire on my gun further. I reduced the radius back to 256, because at 512 it was incredibly easy to kill comically massive numbers of smaller enemies with it. I might break it down into two explosions, both doing 128 damage, but one damages the player also. This would make uncareful usage of it dangerous, while not being so punishing. For the moment it still doesn't damage the player. grab the update here (also in submission post)
- TheMightyHeracross
- Posts: 2100
- Joined: Sun Aug 18, 2013 9:41 am
- Location: Philadelphia, PA
Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]
Take me out of this, sorry. Cross country practice takes too much time, and I'm too tired to map.