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

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

Post by mumblemumble »

Ever, I commented on your 2 pages before this. Granted I played with hideous destructor on ugly (not so rough) so disregard the enemy population comments. But we certainly need a few extra armor vests here and there.
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TerminusEst13
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Re: DUMP Episode 3: BFG Edition [Map test build pg. 55]

Post by TerminusEst13 »

https://www.dropbox.com/s/g4ajmkymclgv8 ... 1.pk3?dl=1

New map test build. I was going to post the weapons as well, but...well, it looks like my copy of the weapons build is slightly out of date. So I'll just have Yholl post it when he gets on. EFFORT

Enjoy, mates. 80 maps is definitely a hell of a haul, and we've still got a long way to go. I hope we can get it done this month!
Spoiler: Update list
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leodoom85
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Re: DUMP Episode 3: BFG Edition [Map test build pg. 55]

Post by leodoom85 »

Tomorrow I'll play DUMP 3 with a set of rules that I thought it could be interesting and fun.

The rules:
- My playthrough will be set on UV difficulty and I will play all the maps.
- I'll use only 1 save or maybe 2 saves per map (except the maps that autosave the game for you).
- After finishing the mapset I will post the results (deaths, total time, some stats and the rewiew).

First I'll play only the mapset, once finished I'll play the mapset with the weapons and after that it'll be the mapset once again but with the addition of a mod like the HXRTC Project v.3.7.
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NeuralStunner
 
 
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Re: DUMP Episode 3: BFG Edition [Map test build pg. 55]

Post by NeuralStunner »

Woo! I've only finished one map so far, and now I must sleep. But I hope I can contribute plenty to the test phase.

(That moment when you realize this is like 2-3 games worth of maps. :shock: )
everennui
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Re: DUMP Episode 3: BFG Edition [Map test build pg. 55]

Post by everennui »

Still working really hard. Crunch time. I will have this done by midnight. (everything except multiplayer spawn points and weapons) Also... I will play DUMP3 on my stream. When is the best time for EVERYONE? lol.
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Wivicer
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Re: DUMP Episode 3: BFG Edition [Map test build pg. 55]

Post by Wivicer »

Quick update with a few things I forgot to change last time:

Just a click away
willykuo123
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Re: DUMP Episode 3: BFG Edition [Map test build pg. 55]

Post by willykuo123 »

After playing my map in latest build, I found out that I accidentally removed some ammo at start.
So here's the update that put those ammo back, also more health.
Link here:
https://drive.google.com/open?id=0B5Cw1 ... E1EQmFfS2M
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CJacobsSA
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Re: DUMP Episode 3: BFG Edition [Map test build pg. 55]

Post by CJacobsSA »

Why is my map called 'unnamed map' (map05)? I gave it a name.
CJacobsSA wrote: Download link: https://www.dropbox.com/s/fcbwlyrey37dw ... P.wad?dl=0
Name: SOLITARY
Credits: All assets are vanilla save for the music, which comes from Shinobi III
Quote: Participating in this was a lot of fun! I was glad to be a part of it.
It was that way in the previous test build as well. I thought I added the name in Slade before pushing it to dropbox but maybe I forgot.
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leodoom85
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Re: DUMP Episode 3: BFG Edition [Map test build pg. 55]

Post by leodoom85 »

I just tested maps 01 to 06 and for some reason in map 03 there's a HOM in the outside area before the exit. Was it a sky texture or a ceiling texture? I don't know. In the hub map there's a switch in the cave area that the texture is misaligned.
And the total time of mine for those six map was around 44 minutes. I used only one save in map 06. Also, everennui, good luck in your stream, you will need it. :)
everennui
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Re: DUMP Episode 3: BFG Edition [Map test build pg. 55]

Post by everennui »

Here is my 1.0. I still need to add deathmatch player spawn and weapons. I did add coop spawns, however.

@mumblemumble thanks for playing it. I did take your suggestions into consideration.

Edit: Durrrrr. http://www.mediafire.com/download/qpys3 ... idump3.wad
Last edited by everennui on Sun Jul 10, 2016 12:58 am, edited 1 time in total.
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Shadow Hog
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Re: DUMP Episode 3: BFG Edition [Map test build pg. 55]

Post by Shadow Hog »

Meant to post this before the update, but I converted cc4-tex.wad to a PK3, including making all patches and flats into optimized PNGs (thereby dropping the overall filesize to 33% of the original) and renaming the new skies to CC4SKYn (so maps intending to use the vanilla Doom 2 skies once again do - but maps intending to use the CC4 skies would need an update). All stock Doom 2 textures have already been nixed from the TEXTURES.txt, except for the ones CC4 explicitly modified or fixed, so you shouldn't have to worry about duplication, and the patches and flats are sorted into folders as they were broken up internally in the WAD.

I know you said Kinsie was working on one of these as well - hope I'm not stepping on his anyone else's toes by making this.

As for MAP70 fixes, well, I'm hardly done with all I wanna do for it, but here's an update anyway, fixing the Hell Knight-levels-of-health-having dog near the end, adding a bit of flourish to the final techbase room, adding a smidgen more ammo here and there (but only just), and making the stats screen use the proper graphics. I still want to make a new teleport effect that's similar to Quake's, add some ambient sound effects, trim the loops on some sound effects to be closer to how they sound in Quake (already made a utility to help me with that, just need to use it), and trim out all the textures I'm not actively using (since there's no reason to have all of Quake's textures in there when I'm only using a fraction of that).
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TerminusEst13
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Re: DUMP Episode 3: BFG Edition [Map test build pg. 55]

Post by TerminusEst13 »

CJacobsSA wrote:Why is my map called 'unnamed map' (map05)? I gave it a name. It was that way in the previous test build as well.
Names/quotes haven't been implemented yet, sorry.

Will be (hopefully) come the next test build.
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charcola
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Re: DUMP Episode 3: BFG Edition [Map test build pg. 55]

Post by charcola »

I updated my map Base Stimpack a bit, added secret triggers, made the script trigger properly, tweaked the health/ammo a bit and did a fair bit of detailing. Don't forget to check the automap.

http://www.mediafire.com/download/ivcje ... kmapv3.zip
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Vbob
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Re: DUMP Episode 3: BFG Edition [Map test build pg. 55]

Post by Vbob »

Looks like my map in the current build (map06) is outdated. here is a link to the latest version.
Otherwise, I can't wait to start testing everyone's stuff!
SpudTheRubbish
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Re: DUMP Episode 3: BFG Edition [Map test build pg. 55]

Post by SpudTheRubbish »

Just noticed that one of the switches in my map doesn't show up as activated when you use it. Oops.

It's fixed now, but I'm probably going to wait for any feedback before posting an updated version.
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