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

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SoundofDoomDoors
Posts: 25
Joined: Wed Mar 30, 2016 5:00 pm

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

Post by SoundofDoomDoors »

MAP13: The Fun Lab (TerminusEst13)
??% Kills 50% Secrets

-Pretty slow-paced map.
-Nice colored lights.
-I ran from the blue key ambush. Fighting that many pain elementals with the SSG alone is not my idea of fun. That's why I don't know my kill total. The monster talley was still increasing when I left!
-The deep nukage not damaging you is a little strange. I would change it to water.
-I have no idea how to get past the cyberdemon at the end without god mode.
Overall: I'm pretty sure the final enemy is a joke. I suggest removing it before the final release. Otherwise, good map.
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MAP14: CLOSETV4 (Minimum Payne)
Missing from my test build!

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MAP15: The Corporate Ladder (Kinsie)
88% Kills 100% Secrets


-So many custom resources!
-A lot of them are funny, like the billboards at the start and the posters in the building.
-Caleb. ;_;
-No real sense of urgency except maybe in the executive suite.
-I had a lot more plasma than I needed. Maybe that's because I gravitated toward using rockets at the end.
-I wish the map didn't end immediately after killing the mastermind. I wanted to kill everything.
-Nice reflections.
Overall: You have a great sense of humor. I had a lot of fun with this. Bring on part 2!
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MAP16: Regressive Experience (Dukka)
100% Kills 25% Secrets


-Lots of hitscanners. You don't like placing ammo, do you?
-Health is balanced well for this, though. This isn't a TNT MAP08 or something *shudder*.
-I noticed a lot of the time monsters were only attacking from one angle. Take the post red key teleport wave. They all approach from the same area. Why not teleport in some bad guys on the ledge behind the player too?
-I hate mazes. I hate dark mazes even more. These aren't as bad as MAP01's, but you should still brighten them by at least 16 light units.
Overall: Pretty good, but encounters are one dimensional and mazes are a pain.
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MAP17: Baby's First Map (Bobman23)
100% Kills 40% Secrets


-I can see you learning to map as it goes on.
-The exit texture at the end doesn't match the other walls in the exit room. Try making a small sector, lowering its ceiling, and making an exit sign out of one of the lowered ceiling's linedefs. That way the walls can all be the same. John Romero does this a few times in Knee-Deep in the Dead.
-You know the room with the rocket launcher secret? Some of the wall textures above the doors are mismatched. Fix em.
-Skeleton in the closet! I was thinking of doing that in my map!
-Try indenting your doors into the wall a little bit. They look jarring when they're even with the wall like the one secret at the start of the level. You don't do this as the map goes on, so now's the time to go back and fix it.
-The skybox in the final room looks strange. Generally, you select F_SKY1 as the ceiling texture for a natural sky, and then configure the ACTUAL one you want in the MAPINFO lump. That might fix it. It's what I did for my map. (33)
Overall: It's a start. Plenty of blood and guts at the end. Needs a lot of work.
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MAP18: Research Facility (Deathgod5309)
DNF.


-Add more health. Add it everywhere. I'm amazed I got one key before giving up with how scarce HP is here and how many hitscanners are used.
-Example: During one part when a switch revealed four chaingunner closets I ran and mumbled "if there isn't more health outside I quit." There were another 30 monsters spawned via teleport with about 10 health and armor in vials.
-The skybox is missing.
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MAP19: Among Us (HumansAmongUs)
62% Kills 60% Secrets


-Missing skybox.
-Great sense of scale.
-A little blocky considering how large everything is.
-I opened the door with the yellow key and "what over already?"
-No idea where the other monsters are.
Overall: Will you be the next insane_gazebo? Just kidding.
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MAP20: The Darkness Beyond (KarolineDianne)
DNF.


-I can't leave the blue key room.
-Up until that point, I was loving the atmosphere.
-Someone loves their Doom 64. That's what it reminds me of.
-The texture alignment in the deep blood in the blue key room is off.
Flipy
Posts: 6
Joined: Wed Jun 08, 2016 6:35 pm

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

Post by Flipy »

TerminusEst13 wrote:Also second half of the First Impressions stream happening later tonight.
I hope im able to catch it this time. Do you have an ETA by any chance?
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TerminusEst13
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by TerminusEst13 »

Flipy wrote:
TerminusEst13 wrote:Also second half of the First Impressions stream happening later tonight.
I hope im able to catch it this time. Do you have an ETA by any chance?
10 EST, which is a little over half an hour from now.

I'll be streaming the submitted updates first, and then the second half of the remaining maps.


Last edited by TerminusEst13 on Fri Jul 01, 2016 6:44 am, edited 1 time in total.
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Sgt. Shivers
Posts: 1743
Joined: Fri Jun 22, 2012 5:39 am

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

Post by Sgt. Shivers »

Bobman23 wrote:(Also Shivers where did you think you knew me from? That's got me hella curious)
Aren't you a friend of the Doom Monsters lady? I think I've seen some of your music stuff.
ChrisR91
Posts: 9
Joined: Sun Mar 11, 2007 12:31 am

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

Post by ChrisR91 »

Another update now no need to load duketex.wad with it. Here
willykuo123
Posts: 7
Joined: Mon May 30, 2016 1:50 am

Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by willykuo123 »

willykuo123 wrote:
willykuo123 wrote:
willykuo123 wrote:Haven't do a map for like 9 years, it took me a while to re-learn how to use Doom builder 2 .
Anyway, here is my tiny map, enjoy.

- Download link: https://drive.google.com/file/d/0B5Cw15 ... VwSkk/view
- Name: Simple Chaos
- Credits: - Music : Made by Sidewinder from modarchive.org/
-Texture : Original Doom2 textures
I'm sure I can still improve it though.
Re-uploading my map.
Fixed some floor that can't be lower down.
Updated download link :https://drive.google.com/open?id=0B5Cw1 ... FkzcmZ0NzA
Enjoy

Found a bug that preventing monsters to teleport in at red key area, so I fixed it plus tweaked some other things and now re-upload the map again!
Here's the updated link: https://drive.google.com/open?id=0B5Cw1 ... VF0Vk9YSlk
Soooo after Term streaming my map , I found there's some place I can improve.
Link here : https://drive.google.com/open?id=0B5Cw1 ... kxyZWlGVFE
-Added some extra ammo and health.
-Made SSG more obvious so players won't skip it easily.
icept
Posts: 7
Joined: Sun Jun 19, 2016 2:52 pm

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

Post by icept »

I think my map is Air Bud approved, that should be good enough for any project.
SpudTheRubbish
Posts: 6
Joined: Mon Jun 06, 2016 11:02 pm

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

Post by SpudTheRubbish »

MAP10: Overflow (SpudTheRubbish)
100% Kills 50% Secrets

-There isn't a lot of height variation.
-The rooms don't seem very distinct from one another.
-It's strange seeing lost souls used like this. Usually they're only deployed separate from a pain elemental if you're trying to get the player to blow themselves up with a rocket launcher.
-It achieves the effect of keeping the player moving, though. I like that.
-That still leaves the problem of the overall picture of the map's encounters. They start to blend together after a while. Try putting some guys on a ledge or something in a room to make areas stand apart from one another.
-You could also take the player outdoors for an area.
-I also like what you did with giving ceiling lighting multiple layers. Upping the contrast a little bit between the light and dark areas could make it look even better. Just don't make it like MAP01 where you can't see anything in the unlit rooms.
Overall: Samey, but has some good ideas with the lighting and the lost soul use.
Thanks for the feedback! I'll see what I can do.
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simpletonnn
Posts: 313
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by simpletonnn »

okay, i updated my map, make sure you get THIS one before posting critiques.
download
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InsanityBringer
Posts: 3392
Joined: Thu Jul 05, 2007 4:53 pm
Location: opening the forbidden box

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

Post by InsanityBringer »

Map updated with some stuff noticed in Term's stream (submission post also updated)

Not too much to change, but here's what I did

-Removed those soild blood drips. I like the detail but I can't think of a way to clip a repeating midtexture abruptly so I just removed them
-Added an additional room between the teleporter in the pipe room and the room with the switch and goats, gives you more space to tackle the goats there.
-Fixed the lava turning into blood and then turning back

Overall I'm feeling alright about the map, though I do think its relying a bit too much on remote actions for progression. eh

I am still undecided on music. I only put D_DOOM there because I couldn't think of anything better from the given sources. I'll see if I can scrape up something nicer.

EDIT: Three further changes
-Fixed some of the teleporter lines not working
-Fixed the glow on the teleporter not working
-Hid the lines for the portal on the map
Last edited by InsanityBringer on Fri Jul 01, 2016 2:32 pm, edited 1 time in total.
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NAG
Posts: 13
Joined: Sat Jun 18, 2016 7:42 am

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

Post by NAG »

Terminus was getting a really bad framerate on my map (Eviscerated), and I'd like to prevent that from happening to other players. I'm assuming the problem is that there are too many monsters in too big of a room -- is there any way of fixing this issue without removing objects or segmenting the map into smaller sections? Like, would hiding linedefs from the map and removing excess vertices help speed things up?

I also saw that some people complained about the music getting annoying due to the fade in at the start, I will try to fix that using a MIDI editor.
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NeuralStunner
 
 
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by NeuralStunner »

Oh man, Term almost made it to the end of my map. That reaction to the dualgate made it all worth it. :D
Spoiler:
As far as the missing sounds, make sure my directory structure is intact. (There's some full path magic going on - 8.3 is not ideal for sounds.) And also check that the SNDSEQ is present. The second area is worth revisiting with the new sound effects.

I should note that a lot of the secrets use lighting effects (which is something I got from Heretic I guess), so they can be easy to miss if you're not looking around for 'em. There's a couple of large bonus areas in particular.

Weird: While I like that particular music track, it seems out-of-place when watchnig someone else paly the map. I don't know why. I'll look into finding another track for it, I think. Everyone feel free to toss me suggestions!
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SoundofDoomDoors
Posts: 25
Joined: Wed Mar 30, 2016 5:00 pm

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

Post by SoundofDoomDoors »

More feedback. I need to replay MAP11 at some point.

MAP21: Base Stimpack (Charcola)
76/78 Kills/No secrets to get!


-Check the texture alignment in the first room. It's a little off horizontally.
-That's a lot of Startan at the beginning.
-I like the cyberstalking. Too bad I didn't have enough gear to kill him. The important thing is that you don't unveil him at the end like 18247784960243560 other maps seem to do.
-He even helped me blow up a few hell knights at the end.
-I found some plasma but no weapon to use it with. Did I miss something? There are no secrets, so I don't think I did.
-Your mapping improves over the course of the level visually.
-You know the lower part of the room with the exit? Try altering the height of the different floor textures. It looks garish if you don't. The art there is pretty cool looking though.
Overall: Pretty good. The latter half of the level looks better than the former.
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MAP22: Crunk Refinery (Anonymous)
99% Kills/25% Secrets


-I love the quote.
-You overuse deaf enemies. I would remove the deaf tag on all the monsters at the start.
-The courtyard with the blue key has a similar problem, but if you remove the deaf tag there, the enemies will pile up at the locked door. That's no fun. Instead, try teleporting the player in and out of the courtyard so they have to scramble to fight the monsters.
-The shotgunner closet you use to counter players running from the big fight for the red key is a little weak given the weapons you've handed me by that point. Change them to chaingunners. Plasma or rockets + nearby cover should make it pretty fair.
-The use of barrels was great throughout the level.
-Tracing the path back from the switch to the yellow key by following the blue cables was brilliant level design.
Overall: Good job.
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MAP23: 0-Pipe Gear (Toooooasty)
??% Kills/25% Secrets


-The spider demon dropping a key is interesting.
-This is the best use of 3D floors so far.
-There's an icon at the end, but in a twist, he does absolutely nothing. I got a laugh out of that. The fact that his mouth moves adds to the joke even more.
-No cyberdemon!
-It's REALLY dark before you hit the light switch. I would remove the lighting change and just have the area be bright at the start. I got so frustrated I cranked up my gamma about a minute before I found the button.
Overall: Mixed bag, but technically impressive. I got a steampunk vibe from the last room.
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MAP24: Escape From Argent Prison (Lance Charleson)
100% Kills/0% Secrets


-The map's very self-contained. Each part is separated from the others by teleport.
-The individual sections are pretty fun, especially the last one. I like agility as a defense and I really used it there.
-Where was the blue key? I don't remember picking it up, but after I killed everything I realized I'd gotten it somewhere.
-I cringed when I saw the bars lower to reveal what looked like a cyberdemon arena, but then I looked at the monster count and noticed I was at 82/82. You got me there.
Overall: I had fun. The confiscated goods bit and the poker table were funny. Try reusing areas next time, such as by having sections with multiple floor heights that you cross over at different points.
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MAP25: Live Fire Excorsize (Sgt. Shivers)
100% Kills/50% Secrets


-I remember seeing pictures of this in the development phase and being impressed. I'm also a big fan of the Portal games. These comments are significantly biased...even before I play it.
-Wow. This is my favorite map so far.
-It's not terribly difficult, but it captures the look and feel of the game perfectly.
-You even get out of the test chambers 2/3rds of the way through.
Overall: Great map. I have no suggestions for improvements here.
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KarolineDianne
Posts: 66
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by KarolineDianne »

Yay! My map actually works as intended now and isn't absolute garbage!

But yeah, given my map (Map20, The Darkness Beyond) is the first one I ever made ever, and I really mean /absolute first/ as I'd never once even tinkered with zDoom Builder at all before I started it, I'm pretty proud of how it turned out. Sure it has the 'why should I bother staying to fight' problem, but that's something I'll learn how to deal with as I go.
Protester
Posts: 7
Joined: Thu Jun 02, 2016 5:31 am

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

Post by Protester »

Really cool to see someone play my map! even cooler to see someone beat it on UV! I've fixed the missing textures and the broken lift. Updated the startan textures to more fitting ones too. One bug i cant seem to fix is the tanwall texture where the exit bar switches should be. In fact, i cant seem to even replicate it, seems perfectly normal on my end. Weird stuff.
Anyhow, heres my updated map link: https://www.dropbox.com/s/97cgp8m4ijy3j ... c.wad?dl=0
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