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

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Deviluke Roy
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Deviluke Roy »

LogicalFallacy wrote:Alright. I'm going to recommend you get GZDoomBuilder, and start using that as your map editor. It's far more user-friendly, and yells at you for some of the things your map was doing. For shits and giggles I went through your map cleaning everything up. Here's the fixed version.
Things I did:
A bunch of double-sided lines weren't marked as double sided, which is where I was seeing all the missing textures. Those were fixed.
There were a bunch of unused upper and lower textures, I assume as artifacts from previous versions. Those were removed.
None of the Things had flags for player classes. I flagged them for Class 1 thru Class 5, since that's what DoomBuilder provides as options.
There's a Chaingunner in the north end of the map that isn't flagged for Singleplayer, Cooperative, or Deathmatch. I left him alone, since I wasn't sure what you intended for him.
You did a straight import of everything from the Noir Pack, which included the TEXTURE1 lump, something Term explicitly asked us not to do. I removed TEXTURE1 and PNAMES, since those are redundant, created a new TEXTURES lump, and added all the Noir Pack textures to that.
I added a MAPINFO lump, and for the hell of it named your map Dark Sector. That is easy enough to change if you want it called something else.
It now works without issue with all my sourceports, including Zanondrum 3.0, which is the one you should be testing for for this DUMP.
Thanks for this!

Sorry for doing that with the Noir Pack. Maybe I should read the rules more carefully. (Also, I think the unused textures are part of the completely straight texture import.

Dark Sector? Huh. Maybe it needs a new name. I'll have to think about that, because the first thing in my mind is, of all things,Dank Sector.

The Chaingunner at the north end of my map is part of my nonworking blue room thrill ride of should-be-death-but-a-better-word-is-nothingness.

I was testing my version with Zand 3.0, and it worked pretty fine, if you leave said non-working thrill ride and fake exit switch alone.

I think that's all I have to say. Once again, Thanks!

Edit: So I played it ... well, looks like I will take your suggestion, try to download GZdoom builder, and fix that last room and switch.
Last edited by Deviluke Roy on Sat Jun 25, 2016 2:24 pm, edited 1 time in total.
LogicalFallacy
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by LogicalFallacy »

Deviluke Roy wrote: I think that's all I have to say. Once again, Thanks!
No problem. It gave me something to do while procrastinating work on my own map. :mrgreen: For the record, importing the Noir pack textures was fine, it was just including the TEXTURE1 lump that was a no-no.
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Thyrork
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Thyrork »

A little bird told me that people were wondering if I was planning to do my thing again.

Yes, ideally for the beta this time and time permitting something else for the actual release.

I'm hoping more people will join me in reviewing people's maps! Remember, if you think to yourself "Butbut my feedback is bad ;_;" Shut it! You don't get to decide that yourself! Its up to the reader to decide if its helpful feedback or not! :)
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Beed28
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Beed28 »

Thyrork wrote:A little bird told me that people were wondering if I was planning to do my thing again.

Yes, ideally for the beta this time and time permitting something else for the actual release.

I'm hoping more people will join me in reviewing people's maps! Remember, if you think to yourself "Butbut my feedback is bad ;_;" Shut it! You don't get to decide that yourself! Its up to the reader to decide if its helpful feedback or not! :)
Yes please! I loved reading your reviews!

Anyway, I made some updates to my map. Different music, wider dark maze, some items rearranged in said dark maze and some misc changes here and there. Note the revised credits and quote below:

https://www.sendspace.com/file/l6u50i

- Name: 'Venture into the Bouncy Castle
- Credits:
cc4-tex.wad
Music Track: Wobbly Things by Ceekayed (ohck-wobbly.it).
Music Track: Jelly Vibes by Andromeda (k_jelly.xm).
Initial sky texture borrowed from Heretic, by Raven Software
Sky texture for the rest of the level by zrrion the insect
Tree sprites and tall grass textures borrowed from Valiant, by Skillsaw
Door sounds borrowed from Strife, by Rogue Entertainment
- Quote: Please adhere to the bouncy castle code for the safety of you and the others. No food or drink allowed on the castle. Don't climb on the walls, or jump out of the front. Please remember to take your boots off before stepping onto the castle.

I'm really, really hoping the new music track will work well for you guys.
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BobBarker
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by BobBarker »

Vennobennu wrote:I've made a few tweaks to my map, Weapons Research Lab: https://www.dropbox.com/s/8qthy2a6be632nq/WRES.zip?dl=1

-Raised a few ceilings in the last room so none of the monsters get trapped
-Added some extra monsters, ammo and health for Nightmare and Co-op; fixed some mistakes with other difficulty-based things
-Miscellaneous texture alignment fixes, etc
I played through this

-there were many points where I felt like I was lacking for ammo and had to double-back and find another path to get ammo
-missing item for "secret" area?
Spoiler:
-facing the wrong way?
Spoiler:
-the end battle was rad and I liked the method of releasing new enemies into the area
-please pick a less repetitive/longer song, it hurt me
Vennobennu
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Vennobennu »

Thanks for giving the map a run-through :)
BobBarker wrote: -there were many points where I felt like I was lacking for ammo and had to double-back and find another path to get ammo
I've been on the fence about this for a while...I think I will spread out some more ammunition. It also turns out that some ammo things had incorrect difficulty settings, so altogether ammo will be in greater supply.
BobBarker wrote: -missing item for "secret" area?
Yeah, that's my bad - I accidentally set the secret to not appear on difficulties 1-3. Fixed now.
BobBarker wrote: -facing the wrong way?
Spoiler:
That one's intended.
BobBarker wrote: -please pick a less repetitive/longer song, it hurt me
Aww, I really liked it. Back to the drawing board then. Alright, I found another piece to use.

In the meantime, here's the map with the errors you pointed out fixed: https://www.dropbox.com/s/8qthy2a6be632nq/WRES.zip?dl=1
Changelog:
-More ammunition added in places
-Music changed; it is now Dracula's Castle from Castlevania SOTN
-Some dark sectors brightened
Last edited by Vennobennu on Sun Jun 26, 2016 1:29 pm, edited 1 time in total.
Untitled
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Untitled »

Untitled wrote:http://www.**LINK_DISABLED**.org/download?file= ... 3mapv1.wad

requires cc4-tex.wad (http://www.**LINK_DISABLED**.org/download?file=cc4-tex.wad) to run, mapslot is currently MAP01.

Quote: "Creative idea or lazy design? You decide!"

As a warning, UV is nasty, feel free to step down if you have to.
So apparently BestEver no longer works.

Reuploaded my map: https://allfearthesentinel.net/download ... 3mapv1.wad
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Freaklore1
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Freaklore1 »

So um.how much time will it take for Dump 3 to come out,the deadline was the 20th and it's been 6 days since then,so i was curious to know how long it will take to finish assembling it and releasing it ?
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Beed28
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Beed28 »

Any thoughts on my updated map? Most importantly, how is the music?
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Kinsie
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Kinsie »

Freaklore1 wrote:So um.how much time will it take for Dump 3 to come out,the deadline was the 20th and it's been 6 days since then,so i was curious to know how long it will take to finish assembling it and releasing it ?
Assembly is still happening. Then comes a test build so people can rub their hands all over your baby and find all the problems with it. Then comes bug fixing. Then comes a Hub map and a final boss map. Then comes release. Then comes drinking heavily to forget.
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BobBarker
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by BobBarker »

Beed28 wrote:Any thoughts on my updated map? Most importantly, how is the music?
Music is nice.
The up-down movement is too quick/jerky for my taste. Makes trying to shoot at enemies annoying and almost motion sickness inducing. The novelty is definitely there but I think it takes away from the shooting gameplay when it's as aggressive as it is.

I'm gonna give it another shot once I get the textures working.
Protester
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Protester »

Untitled wrote: So apparently BestEver no longer works.
oh no! hope it comes back
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BobBarker
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by BobBarker »

Titan314 wrote:My map is done. It was so fun to make! :D and now that the deadline is extended, I might just make another.

- Download link: https://www.dropbox.com/s/gt7eigzlo5nci ... s.wad?dl=0
- Name: Nuclear Control Facilities
- Credits: Music taken from unused doom music, cc4-tex.wad textures used for textures
- Quote: "If you don't like how your map is going, take the best part(s) and start over"
Spoiler: Screenshots
edit: Modified the wad a little bit to fix errors.
Really enjoyed this, short and sweet. Congrats on making multiple arch-vile encounters without it being annoying.
Flotilla wrote:Welp, here I go. My first map.
Spoiler: Pics
MAP:
- Download link: http://www.mediafire.com/download/2cues ... IWELL2.wad
- Name: Municipal Well
- Credits: MIDI is Midnight Wandering from Metal Slug 3. Everything else is vanilla Doom 2 textures.
- Quote: "Start small, end big"

For a first map, I probably got overambitious. Ever since I first saw that you could make any wall in the map lower to the floor, I wanted to make a map where the walls of previously-explored areas would collapse, forming new arenas to fight in. As such, this map's progression goes from super claustrophobic to wide-open field.

Oh, and... I tested this map in Zandronum 3.0 software mode and it's perfectly playable, but the skybox tiles incorrectly in software mode instead of fading to a solid color like it does in OpenGL. This is only noticeable if you have full freelook enabled, but I'd still like to fix it if I can figure out how...
For your first map I'm really impressed, certainly action packed. The end battle with the 8 switches was quite the climax.
Abysswalker wrote:- Download link: http://www.mediafire.com/download/gedi2 ... map420.wad
- Name: The Weed Number
- Credits: Den from Castlevania: Dracula X, acquired from http://snesmusic.org/
- Quote: The Dark Souls of Doom maps.

Not a joke map, despite the dumb name!

Full map screenshot:
Spoiler:
note: The lost souls only spawn in when you step on the raised sections in the first area. The two people who've actually played the map never realized that, so I might need to make it more obvious somehow??
This map is kicking my ass, even on HMP. Endless spawners are problematic. I'll try to get through it later.
leodoom85 wrote:At last, my map is finished. It is fully tested in GZDoom and Zandronum 3.0 both software and hardware modes (It looks better in hardware mode, obviously). It has all difficulty modes. Enjoy and good luck finding the secrets for the BFG.

Download link: https://www.dropbox.com/s/8o9s28pnoaema ... e.zip?dl=0
Name: The UAC Ocean Base
Map: 05
Used textures: None, it's vanilla textures.
Credits: Noby for the music (Ocean Deep) and of course, DOOM!
Quote: Too much 3D sectors, demons and water. 7/10.
Holy shit this map has some highly detailed environments, great job. The transition to hell and back was pretty great, especially that hallway. Great gameplay but sometimes it feels like it relies too much on backtracking. The "tower" area felt a bit repetitive by the end.
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TerminusEst13
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by TerminusEst13 »

Freaklore1 wrote:So um.how much time will it take for Dump 3 to come out,the deadline was the 20th and it's been 6 days since then,so i was curious to know how long it will take to finish assembling it and releasing it ?
As Kinsie said, we're still assembling.
You'd think just plopping in 80 maps and weapons would be easy, but it really isn't. It really, really isn't.

Sorry for the delay.
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Shadow Hog
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Shadow Hog »

Especially not when each one potentially has its own custom resources and shit.
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