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

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ijon
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by ijon »

doesn't beat

Code: Select all

KA/BOOM 	bestkick
:^)
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General Tacticus
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by General Tacticus »

Yholl wrote:\No no. The resizing should still be there, I just replicated it with scaling, rather than using TEXTURES to do it.
I decided to move the gun from Slot 3 to Slot 6 due to the ammo issues the gun has. If you picked it up, all shotgun ammo that you'd normally have available is useless to it, it really felt quite awkward. I bumped up the damage and consumption to compensate for the high tier.

If you've got any preferences about it, please let me know. I honestly didn't want to move it, but it just caused too many issues having a cell ammo weapon where shell ammo weapons spawn.\

Ah, thanks for clearing that up, good call. For some reason the scaling doesn't work on my end, perhaps I need to update the engine?

As you can see by my clumsy work, I have no idea how doom sorts and implements things (Marathon's modding tools have spoiled me on that front, everything is either a user friendly graphic interface or .xml stuff. 'Course, you cant do nearly as much with 'em)
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demo_the_man
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by demo_the_man »

Would i be able to update my map with some bugfixes?
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CharlieTheGnarly
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by CharlieTheGnarly »

Second of eight first impressions videos, enjoy! (or don't, you choose!)

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Freaklore1
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by Freaklore1 »

To whoever made the Gewher 98 bolt action rifle, would it be possible to add a 'aim down the iron sight' function ?

I feel like it would make the gun even more acurate and practical if we could aim down the sight.

Like keep the secondary fire function of reloading multiple times to shoot multiple bullets rapidly but put it on the 'R' (reloading) button instead,and put the aim down the sight function on the right mouse click.
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wildweasel
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by wildweasel »

I'd argue it really doesn't need it if you're playing at a high enough screen resolution.
FaggoStorm
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by FaggoStorm »

Freaklore1 wrote:To whoever made the Gewher 98 bolt action rifle, would it be possible to add a 'aim down the iron sight' function ?

I feel like it would make the gun even more acurate and practical if we could aim down the sight.

Like keep the secondary fire function of reloading multiple times to shoot multiple bullets rapidly but put it on the 'R' (reloading) button instead,and put the aim down the sight function on the right mouse click.
We can't use reload or zoom. Only fire and alt-fire. Its on the rules.

You might say: the rules say that MAYBE you can do it, but the rules also say that you only can do it if your gun gets COMPLETELY ruined by not having the third button. The missing aim down sights button doesn't ruin it at all.
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Yholl
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by Yholl »

General Tacticus wrote:Ah, thanks for clearing that up, good call. For some reason the scaling doesn't work on my end, perhaps I need to update the engine?
Hmmm, no you shouldn't need to do anything. If it seems like the scaling isn't there, I'll go have a look at it in more detail. If for some reason normal scaling isn't working (no idea why that wouldn't, honestly) I'll just switch back to using TEXTURES to scale the projectiles again.

EDIT: NO FRIGGIN WONDER
I DID THE SCALING BACKWARDS
I MADE THEM TALLER INSTEAD OF FLATTER AAAAAAAA
GOOD JOB ME
General Tacticus wrote:As you can see by my clumsy work, I have no idea how doom sorts and implements things (Marathon's modding tools have spoiled me on that front, everything is either a user friendly graphic interface or .xml stuff. 'Course, you cant do nearly as much with 'em)
Hehe, clumsy it may be, but your gun is easily one of the best weapons submitted. Completely custom gun, projectiles and fancy effects, all done by the same person? That's cooooooooooooool!
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subenji
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by subenji »

I've been playing through the DUMP maps whenever I wanted to relax and vomited issues with the compilation at Terminus. However, I've come across a few issues with some maps that are worth making the creators aware of. I've been playing them in order, and only got to MAP42 so far, so this isn't exhaustive - not to mention I haven't completed each one, so it's not thorough either.
Also, apologies if I state something that's already been fixed, I'm just working from the map test package.
Anyway, this is what I've got:

MAP08 "Nuclear Control Facilities - Titan314" - Has a Teleport_EndGame instead of an Exit_Normal Special - linedef 1831
MAP22 "Crunk Refinery - Anonymous" - You can shoot through the windows and door at this spot and it won't alert the enemies. https://lh3.googleusercontent.com/-sQzE ... -32-06.png
MAP29 - "map420 - Abysswalker"
Spoiler:
The exit trigger (linedef #1333) sets the player start to go to as #62, so you get "no player 1 start" on map completion. https://lh3.googleusercontent.com/-ezWU ... -15-07.png

MAP31 "Not Another Tech Base - ArchXeno" - Couple of sides overlooked so you see a HOM effect. https://lh3.googleusercontent.com/-ioWz ... -58-11.png

MAP35 "Realm of the Sempiternal Archvile - Darsycho" - this map seems to work fine but GZDoom doesn't like it:
Spoiler:
MAP39 "Dumping Ground - Total Injury" - This is the main reason I've made this post. This map has some major issues.
This sector is broken: https://lh3.googleusercontent.com/-AO0z ... -01-45.png
When this sector is lowered, the switch to raise it again is accessible - but using it will lock the sector back to the top and make getting the red key impossible, as the script handling this is still running and can't be triggered again.
And on top of that, if the door to the yellow key room closes with you in the room, it's locked - with the same properties as the door behind the player start. This also means you cannot complete the level.

Sorry if this all comes across as mean, that's not my intention! I just want everyone's work to be shown at its best. :)
everennui
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by everennui »

It looks like my DUMP entry is just a fart. I'll have to drop out. My format's wrong and there's too much work to do on it before the deadline. Sorry.
Titan314
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by Titan314 »

subenji wrote: MAP08 "Nuclear Control Facilities - Titan314" - Has a Teleport_EndGame instead of an Exit_Normal Special - linedef 1831
I'm not sure if I needed to post this update, or if Terminus would just fix it himself, but I thought this would be a little less work for him.
https://www.dropbox.com/s/wh67paxiyu9gj ... 8.wad?dl=0
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simpletonnn
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by simpletonnn »

i have been feeling especially lazy and uninspired lately
i will get around to polishing my weapons sooner or later hopefully
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Mor'Ladim
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by Mor'Ladim »

Would it be possible to submit another weapon? I think I can do a quick shotgun weapon, seeing as how there are so few. Maybe even a few weapons if I use resources other than my own.

ON SECOND THOUGHT, it will probably end up taking longer than I currently believe, so it's best to just leave it as is and get back to work on my Heretic PROJ!
LogicalFallacy
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by LogicalFallacy »

everennui wrote:It looks like my DUMP entry is just a fart. I'll have to drop out. My format's wrong and there's too much work to do on it before the deadline. Sorry.
Disregarding the necessary work, what do you mean by your format's wrong? There are maps in each of Doom and UDMF format in the pack already, so as long as it doesn't have any crazy, Zandronum-compatibility-breaking stuff, you should be fine.
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Beed28
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by Beed28 »

I'm just wondering, Term. Was the ending of your map changed for any reason? In your stream, we saw you get blasted by the Cyberdemon and later you said that you were meant to be killed by the Cyberdemon, which would end the map, but in the version in my build, I get a faceful of Arch-viles instead (and the map ends before they blast you).
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