DUMP Episode 3: BFG Edition [map + weapons 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.
-
- Posts: 927
- Joined: Fri Aug 23, 2013 1:59 pm
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Just a reminder term, my maps have been updated a few times since I made them, but it was a few weeks ago. If you didn't update them in that time, please do so.
Also, "stop your sins" doesn't have a functional exit yet because I couldn't get the script for the door to work, but the overall level functions...if nobody can get the script working, Ill just think of something to fix it.
Also, "stop your sins" doesn't have a functional exit yet because I couldn't get the script for the door to work, but the overall level functions...if nobody can get the script working, Ill just think of something to fix it.
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Following the stream, I've updated my level with the following changes:
- Changed MIDI to keep a consistent volume throughout the song and remove fades
- Added "Block sound" properties to certain linedefs to not wake monsters prematurely - this will make the beginning of the map easier, and will hopefully help alleviate the framerate problems seen in the stream
- Added "Not visible on automap" properties to tons of linedefs to keep the automap tidier
- Removed a few monsters to prevent others from getting stuck and making 100% kills impossible
- Widened a few areas to make passage easier
- Removed some flickering lights and rebalanced light levels in a few places
- Removed a ton of issues with superfluous vertices, misaligned textures, overlapping linedefs, etc.
The new version is available here: http://www.mediafire.com/download/5ddc6 ... RATED4.zip
- Changed MIDI to keep a consistent volume throughout the song and remove fades
- Added "Block sound" properties to certain linedefs to not wake monsters prematurely - this will make the beginning of the map easier, and will hopefully help alleviate the framerate problems seen in the stream
- Added "Not visible on automap" properties to tons of linedefs to keep the automap tidier
- Removed a few monsters to prevent others from getting stuck and making 100% kills impossible
- Widened a few areas to make passage easier
- Removed some flickering lights and rebalanced light levels in a few places
- Removed a ton of issues with superfluous vertices, misaligned textures, overlapping linedefs, etc.
The new version is available here: http://www.mediafire.com/download/5ddc6 ... RATED4.zip
- ZachBrowder
- Posts: 3
- Joined: Mon Jun 06, 2016 6:16 pm
Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]
I updated me map after seeing the VOD of the second test run of maps. And wow do I feel embarressed for somehow screwing up with the F_SKY01 texture at the end. Which was strange, because when I tested the map,it worked fine for me, but I don't know, I could have had a setting toggled or something. I didn't really figure out what I wanted to do with the map, so I pretty much just added stuff whenever I opened Doom Builder again. But after a few hours, I think I made it, at the very least, not as mediocre. I added music, turns out I'm just a big dumb stupid idiot who didn't know how to work SLADE. The track was from The Mod Archive, winterman's_cigar.mod (https://modarchive.org/index.php?reques ... ery=133220). Oh, and I changed the name of the map to "Broken Shit."ZachBrowder wrote:Howdy. I had some trouble getting a Wad editor to work, and if I found a weird work around or something, adding the music would never seem to work, so I hope it's not too much trouble that the music isn't included in the Wad itself, but the file is in the .rar!
Download link: http://www.mediafire.com/download/64f64 ... P_heed.rar
Name: "Veep Vop Voop"
Quote: "He's going to go cry himself in his wee little pillah!"
Download: http://www.mediafire.com/download/4mlia ... ed+Map.rar
Changes:
-Removed the unnecessary rooms
-Completely changed the red key area
-Changed the outdoors area that connected to the red key area
-Exit now requires Blue and Yellow key
-End fight is no longer generic cyberdemon battle
-Added music
-Moved and added a few monsters around
Last edited by ZachBrowder on Fri Jul 01, 2016 11:38 pm, edited 5 times in total.
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Update time. Link: https://www.dropbox.com/s/8o9s28pnoaema ... e.zip?dl=0
Changes:
- Reduced the amount of monsters in almost all of the map in all difficulties (ITYTD and HNTR has 128, HMP has 180 and UV has 249) especially in the beginning of the map. There are less chaingunners now. In lower difficulties than UV the monsters can STILL kill you if you're not careful.
- Changed monster type based on which difficulty you are (less powerful in skills 1-3, more powerful in skills 4-5)
- Changed the green armor for the blue armor in the beginning.
- Changed the location of one backpack, you can find it in the blue key area.
- The lift in the beginning area has been raised by 24 units.
That's it and try it out for yourself
.
Changes:
- Reduced the amount of monsters in almost all of the map in all difficulties (ITYTD and HNTR has 128, HMP has 180 and UV has 249) especially in the beginning of the map. There are less chaingunners now. In lower difficulties than UV the monsters can STILL kill you if you're not careful.
- Changed monster type based on which difficulty you are (less powerful in skills 1-3, more powerful in skills 4-5)
- Changed the green armor for the blue armor in the beginning.
- Changed the location of one backpack, you can find it in the blue key area.
- The lift in the beginning area has been raised by 24 units.
That's it and try it out for yourself

-
- Posts: 10
- Joined: Mon May 30, 2016 8:11 am
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Another update to my map: https://www.dropbox.com/s/8qthy2a6be632nq/WRES.zip?dl=1
-Made the cave area brighter
-Added some more ammo in the beginning areas
-Reduced the number of hitscan monsters on lower-mid difficulties
-Plus all the changes from the first update which didn't make it into the test build.
And, yeah, Flash Man (and the track I replaced it with) are rather standard. I had a hard time finding something that I thought fit the 'mood' of the map. Overall I'm happy with how my first map turned out, but I see now that it's much too broken up into discrete sections - the cave area, the outdoor area, the sewer area etc. One of the pitfalls of not getting your entire layout worked out right away.
-Made the cave area brighter
-Added some more ammo in the beginning areas
-Reduced the number of hitscan monsters on lower-mid difficulties
-Plus all the changes from the first update which didn't make it into the test build.
And, yeah, Flash Man (and the track I replaced it with) are rather standard. I had a hard time finding something that I thought fit the 'mood' of the map. Overall I'm happy with how my first map turned out, but I see now that it's much too broken up into discrete sections - the cave area, the outdoor area, the sewer area etc. One of the pitfalls of not getting your entire layout worked out right away.
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
'Panic Room' update
download
- added mapinfo < don't mess it up this time ok term
- changed music (Full Stop from C&C - midi version pulled from 1024clau2)
- added 2 secrets
- added unmarked secret
- fortified canon of hellbro
- added ammo, moved ammo to be accessible earlier
- added monsters
- added more ammo
- removed hellknights
- removed pain elemental
- added barons
- added health
- added chaingunners
- added shotgun
- added revenants
- added supershotgun
- reduced clicheness
- added exit cheesing countermeasures
download
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Okay that makes much more sense then. Yeah, I'm friends with Morgan.Sgt. Shivers wrote: Aren't you a friend of the Doom Monsters lady? I think I've seen some of your music stuff.
I also have tomorrow/Today (it's like 1 a.m. now) off so I'm gonna work on fixing up my map so that it's the most polished turd I can produced. Thanks for all of the pointers such as the texture and making the key areas un escape-able.
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Update to Mercury Rain -- v4.
Changes:
- Added a secret rocket launcher.
- Made the switch that lowers the yellow key call a script.
- Minor texture choice clean-ups.
- More hidden/secret line clean-up.
- Added block sound lines to mitigate the non-deaf lost souls clogging up the red door lift on UV.
Changes:
- Added a secret rocket launcher.
- Made the switch that lowers the yellow key call a script.
- Minor texture choice clean-ups.
- More hidden/secret line clean-up.
- Added block sound lines to mitigate the non-deaf lost souls clogging up the red door lift on UV.
Last edited by Jimmy on Sat Jul 02, 2016 12:45 pm, edited 1 time in total.
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
I think I've updated Mountain Temple for the final time! Or penultimate. It's pretty streamlined by now.
Changes include blue key pillars in front of the moving rock, the entire mancubi mountain secret was raised to make things a bit more difficult to get there, readjusting a bunch of various creatures, readjusting trees, and finally, turning the ocean so that it doesn't kill you instantly. The broken up lavaground in the tower is still instant death, though...
Changes include blue key pillars in front of the moving rock, the entire mancubi mountain secret was raised to make things a bit more difficult to get there, readjusting a bunch of various creatures, readjusting trees, and finally, turning the ocean so that it doesn't kill you instantly. The broken up lavaground in the tower is still instant death, though...
- Deviluke Roy
- Posts: 405
- Joined: Sat Mar 05, 2016 4:43 pm
- Location: Where's my jokebook?
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Huh, this is going good.
BTW, Term, are you thinking of releasing the maps that didn't make it into the pk3's? Let's call it "DUMP Unplayed" or something.
BTW, Term, are you thinking of releasing the maps that didn't make it into the pk3's? Let's call it "DUMP Unplayed" or something.
- Redead-ITA
- Posts: 439
- Joined: Sun Dec 20, 2015 8:06 am
- Location: At the Pizza Tower
- Contact:
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
i would called that "B.DUMP: THE DARKEST AND HARDEST DUMP"Deviluke Roy wrote:BTW, Term, are you thinking of releasing the maps that didn't make it into the pk3's? Let's call it "DUMP Unplayed" or something.
- SoundofDoomDoors
- Posts: 25
- Joined: Wed Mar 30, 2016 5:00 pm
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Done with maps 26 through 31.
---
MAP26: Attack First (Simpleton)
100% Kills/100% Secrets
-That's a lot of barrels. Not enough authors use them. Good job on that.
-Fast paced for a level with four keys.
-Two rocket launchers? You only need one outside of a secret, you know.
-The revenant closet being marked as a secret seemed odd to me.
-Good backtracking after you get the blue skull key. It's quick and there's a skeleton at the end to make it a little eventful.
Overall: I like it.
---
MAP27: New (Luigi2600)
100% Kills/No Secrets to Get!
-Someone likes their aggressive play. I had a lot of fun ramboing this.
-Marking the blue key door in the level itself instead of just on the automap would be great.
-Missing skybox. I think terminus is working on fixing those for beta one. I'm running beta zero.
-The rocket launcher is given exactly when needed. Good use of it there.
-The texture alignment on the walls near the exit door is off.
-I'd also suggest indicating the exit with a sign. Look at how John Romero makes exit signs in Knee-Deep in the Dead for guidance.
-Maybe you could add a secret to let the player get behind one of the glass enclosures so the map has one.
Overall: Fun! Needs clearer signage in the level.
---
MAP28: Tomb of Hecktikamen (Action Max)
90% Kills/No Secrets to Get!
-Pre-play: When I played Doom 64, I didn't get to this map because the way into the secret is a guide dang it. I've seen other people play it since then. This is going to hurt. Review may be biased against it.
-After playing: Yeah. That was what I expected. Good tribute. The original level isn't exactly fun. This isn't either. It's strange, but in this case, not being fun is the best compliment I can give. You nailed the feel of the original level. Good job.
---
MAP29: Map420 (Abysswalker)
??% Kills/50% Secrets
-The section before the red skull is very boring without what I presume is a secret chaingun.
-Mandatory damage floors are not my idea of fun.
-I like the enemies falling out of the teleport at the end.
-Seven rockets is not enough for two archviles + a mancubus minimum. Add another box or two. Fighting them with the single shotgun is tedious.
-I would dole out some ammo between yellow door and the cache before the end meant for the teleport waves. I had to chainsaw one or two guys out of desperation.
Overall: It has some good traps, but it's a little tight with weapons and ammo. The health balance is fine.
---
MAP30: This is Serious Mum (Deathz0r)
DNF.
-This is definitely NOT serious. It's a joke. It has to be.
-Where are all the weapons? I got a shotgun and chaingun in the first ten minutes and kept running into monsters I'd normally rocket!
-RIP DoomDoors. Cause of Death: Boredom.
Overall: I suggest giving the player the SSG and rocket launcher in the first few minutes of the map.
---
MAP31: Not Another Techbase (Archxeno)
96% Kills/0% Secrets
-There's a closet late in the level with three demons in it that has a mismatched texture. Try raising the closet up in GZDB and looking at the sides. They're normally hidden in visual mode, so it's an easy mistake to make. I've done it before too.
-The cacodemons accompanying the cyberdemon at the end are immortal.
-I'd put some health in the red skull trap. I was stuck there with fifty health and it took a few tries to get through it.
-Make sure all your door tracks are set to lower unpegged.
-25 rockets is a little short of what you need to kill a cyberdemon. I'd give 40 in the arena. It takes about 50, so the player still needs to use their other weapons, just not so much. I didn't think I had enough ammo to kill him, but I did.
-After you get the rocket launcher, two archviles spawn. I was only able to blow up one of them. I'd put five more rockets in the vicinity to make coping with both of them a little easier. The second one was a pain because I had to SSG him amidst a crowd of mid-tier enemies.
---
MAP26: Attack First (Simpleton)
100% Kills/100% Secrets
-That's a lot of barrels. Not enough authors use them. Good job on that.
-Fast paced for a level with four keys.
-Two rocket launchers? You only need one outside of a secret, you know.
-The revenant closet being marked as a secret seemed odd to me.
-Good backtracking after you get the blue skull key. It's quick and there's a skeleton at the end to make it a little eventful.
Overall: I like it.
---
MAP27: New (Luigi2600)
100% Kills/No Secrets to Get!
-Someone likes their aggressive play. I had a lot of fun ramboing this.
-Marking the blue key door in the level itself instead of just on the automap would be great.
-Missing skybox. I think terminus is working on fixing those for beta one. I'm running beta zero.
-The rocket launcher is given exactly when needed. Good use of it there.
-The texture alignment on the walls near the exit door is off.
-I'd also suggest indicating the exit with a sign. Look at how John Romero makes exit signs in Knee-Deep in the Dead for guidance.
-Maybe you could add a secret to let the player get behind one of the glass enclosures so the map has one.
Overall: Fun! Needs clearer signage in the level.
---
MAP28: Tomb of Hecktikamen (Action Max)
90% Kills/No Secrets to Get!
-Pre-play: When I played Doom 64, I didn't get to this map because the way into the secret is a guide dang it. I've seen other people play it since then. This is going to hurt. Review may be biased against it.
-After playing: Yeah. That was what I expected. Good tribute. The original level isn't exactly fun. This isn't either. It's strange, but in this case, not being fun is the best compliment I can give. You nailed the feel of the original level. Good job.
---
MAP29: Map420 (Abysswalker)
??% Kills/50% Secrets
-The section before the red skull is very boring without what I presume is a secret chaingun.
-Mandatory damage floors are not my idea of fun.
-I like the enemies falling out of the teleport at the end.
-Seven rockets is not enough for two archviles + a mancubus minimum. Add another box or two. Fighting them with the single shotgun is tedious.
-I would dole out some ammo between yellow door and the cache before the end meant for the teleport waves. I had to chainsaw one or two guys out of desperation.
Overall: It has some good traps, but it's a little tight with weapons and ammo. The health balance is fine.
---
MAP30: This is Serious Mum (Deathz0r)
DNF.
-This is definitely NOT serious. It's a joke. It has to be.
-Where are all the weapons? I got a shotgun and chaingun in the first ten minutes and kept running into monsters I'd normally rocket!
-RIP DoomDoors. Cause of Death: Boredom.
Overall: I suggest giving the player the SSG and rocket launcher in the first few minutes of the map.
---
MAP31: Not Another Techbase (Archxeno)
96% Kills/0% Secrets
-There's a closet late in the level with three demons in it that has a mismatched texture. Try raising the closet up in GZDB and looking at the sides. They're normally hidden in visual mode, so it's an easy mistake to make. I've done it before too.
-The cacodemons accompanying the cyberdemon at the end are immortal.
-I'd put some health in the red skull trap. I was stuck there with fifty health and it took a few tries to get through it.
-Make sure all your door tracks are set to lower unpegged.
-25 rockets is a little short of what you need to kill a cyberdemon. I'd give 40 in the arena. It takes about 50, so the player still needs to use their other weapons, just not so much. I didn't think I had enough ammo to kill him, but I did.
-After you get the rocket launcher, two archviles spawn. I was only able to blow up one of them. I'd put five more rockets in the vicinity to make coping with both of them a little easier. The second one was a pain because I had to SSG him amidst a crowd of mid-tier enemies.
- EffinghamHuffnagel
- Posts: 132
- Joined: Wed May 12, 2010 10:33 am
- Location: Lompoc
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
The link says v4, but the file that downloads says v3 and it's exactly the same size as the last version.Jimmy wrote:Update to Mercury Rain -- v4.
Changes:
- Added a secret rocket launcher.
- Made the switch that lowers the yellow key call a script.
- Minor texture choice clean-ups.
- More hidden/secret line clean-up.
- Added block sound lines to mitigate the non-deaf lost souls clogging up the red door lift on UV.
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Been having lots of trouble with Dropbox links lately it seems. Try this.
https://www.dropbox.com/s/rvm639kvqzlmw ... 4.wad?dl=1
Y'know what I probably did... just copied the original link and replaced the 3 with 4. Wouldn't put it past myself.
Thanks for catching that out.
https://www.dropbox.com/s/rvm639kvqzlmw ... 4.wad?dl=1
Y'know what I probably did... just copied the original link and replaced the 3 with 4. Wouldn't put it past myself.
Thanks for catching that out.

- NeuralStunner
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
This is why I use the Public directory, and go through "copy public link" instead. It goes by your user ID and Public subpath, and you actually can just edit filenames.
Okay, some fixes to The Duality:
Also, I found a stupid trick: drop one of your guns in a narrow doorway, and Lost Souls can't charge over it. Gotta love ancient bugs.
Okay, some fixes to The Duality:
- Fixed a secret that wasn't signalled properly. Oops!
- Added some more health and ammo to the War Pit. In an early build, my testers managed three Viles down there, so I think it's good.
- Getting into the Lava Labs now requires all three skull keys, like it did in a pre-submission version. Yay!
- A teeny tiny cosmetic change here and there that nobody will notice.
- Custom music! (I wanted a rock version of something from Zelda 3, which I found on vgmusic. Hopefully it's not too repetitive. Hopefully it's not too repetitive.)
- I 100%ed the entire thing again just to make sure it's still playable. (I'm not great at Doom, so if I can make it...)
Also, I found a stupid trick: drop one of your guns in a narrow doorway, and Lost Souls can't charge over it. Gotta love ancient bugs.
