DUMP Episode 2: Dump Harder [RELEASED]

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TheMightyHeracross
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by TheMightyHeracross »

My map. It's not that good at the moment.
Spoiler:
Screenshots are taken with GZDoom, but the map is in ZDoom format, UDMF.
Type "map HERACROS"

EDIT: Music is MUS_E1M5 from Heretic.
Untitled
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Untitled »

I'M NOT DEAD

MY TEXTURING SKILLS PROBABLY ARE, THOUGH

actually no wait that implies I had them to begin with WHICH I DON'T

also for some reason my gamma keeps being higher in my screenshots; it's not as high in game.

And apparently the forums don't like nested spoilers so :V
Spoiler: Bad Texturing Ahead
Last edited by Untitled on Sun Mar 13, 2016 12:18 pm, edited 2 times in total.
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Deviluke Roy
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Deviluke Roy »

rosfell wrote:Looking at everyone else's projects I'm starting to have second toughts about releasing mine... It's nowhere near as good as everything shown here so far...

Image

Should I keep going with this or not? Please help me decide...
Well, it's fine the way it is. Keep going.

Edit: Hey, Terminus, I just got an idea. I think It'll be really good.

Some time later...
Thomas 'Tom' Hatler wrote:Jon, did you just agree with Lt. Roy's suggest that some guys'll ride on those demons to try and take down Doomguy?
Jonson 'Jon' Blair wrote:Why not? We haven't done that before.
Thomas 'Tom' Hatler wrote:Well, first, those things are unpredictable, second, even those fucking idiots are not as dumb, because using a robotic copy of Adolf Hitler to kill doomguy was only screwed up by those idiots putting healthpacks down...
Meanwhile...
Random other Neo-Nazi (Because WW2 is done and that's their new label) wrote:WOOHOO, THIS IS FUN! I AM THE KING OF THE-*demon crashes into a glass wall*...Ow.
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comet1337
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by comet1337 »

submission post? relatively final version?
i just realized i've never released ANYTHING before
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abbuw
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by abbuw »

I made something for Term's DUMP. I accidentally used locked lines (not as bad as accidentally using proper vertex slopes throughout the entire map, which took over 8 hours to replace with vertex slope things!).
Spoiler: Screenshots
Spoiler: Download
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Deviluke Roy
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Deviluke Roy »

Tom Hatler wrote:Jon, I have a plan.
Jon Blair wrote:Yeah?
Tom wrote:So the second in command is Easton Terminus, right? Doesn't he know the plans for the new invention?
Jon wrote:Go on.
Tom wrote:We're going to rock his balls, steal the plans, make the invention ourselves, and make the other fuckers pay for-*Door opens*Hey, who're you?!
Kaboom! In an instant, Tom and Jon died from Doomguy's BFG Blast.

Yeah, apperently the Nazi's in this castle have found out a way to posses demons, and are way smarter than the other nazis, who leave health packs near their new amazing hitler invension.

So who's the fuckhole that left that Soulsphere near all the nazi's, 3 Lt's, and a Spectre?!

https://www.dropbox.com/s/afn7sa42irqv6 ... e.wad?dl=0
Easton Terminus wrote:Well, least I'm not dead.
Edit, Shoot, I forgot.

I put in a yellow key because I wanted to make a secret exit, but I dropped that in this build. Who knows, maybe I'll make one during the fixes.
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Shadow Hog
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Shadow Hog »

Volcano stage is coming along, although presently a lot more linear than I'd have cared for it to be. Oh well, time constraints.

Biggest annoyance right now is having to accommodate Skulltag 2.1.2, with its lack of calling named scripts straight from a linedef, lack of support for multiple tags in the same sector, inability to define more than one array at the start of a script (...surprisingly), et cetera. I might prioritize getting the map to work with that after getting everything working in GZDoom 1.8.1...

But hey, I got floating platforms to bob up-and-down in a sine wave.
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unRyker
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by unRyker »

Hey, this looks interesting! I only published about 4 maps here and mind if I submit one too? I'll start working on one tomorrow! Come to think of it, I rarely even use sector tags...
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Espeon
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Espeon »

comet1338 wrote:submission post? relatively final version?
i just realized i've never released ANYTHING before
mmmm locked doors arent working on your map i guess, these are being openable without having the keys, try to fix pls
i liked it a lot tho lol

i guess i'll put some screenshots of mine, i'm kinda half way still :C
Spoiler: Screenshotties
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Eevee
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Eevee »

Still not done! I might've bitten off more than I could chew. Here's a WIP: http://stuff.veekun.com/eevee-dump2-v1.pk3

Quite a few areas are obviously unfinished, there's not a whole lot of texture detailing, and I haven't attempted to balance it at all yet. (I haven't even run through it with monsters yet. Quicksave often.)

Everything should be functional, at least. I only tested in zdoom 2.8.1, but I don't think I'm relying on anything that's new since 2.7.

Only non-stock resource is the music. Map slot is EEVEE.

edit: ohhh nnnoooooooo zandronum 2.1.2 doesn't even support named scripts??
Last edited by Eevee on Mon Mar 14, 2016 1:00 am, edited 1 time in total.
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GFD
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by GFD »

I've been quietly working on a submission for this. Having never made a map before, I didn't want to publicly commit to this project unless I had finished something of reasonable quality by the end of the submission period. But, I've run into a snag.

I've been testing with Zandronum 2.1.2, and found that 205:Generic_Crusher behaves differently between Zandronum 2.1.2 and ZDoom. Zandronum enforces an 8-pixel "lip" on these crushers, while ZDoom makes them descend all the way to the floor. This kind of breaks my map, as I have an effect that requires multiple crushers of different sizes and speeds to be synchronized, and this difference in behaviour means I cannot make this effect work in both Zandronum 2.1.2 and ZDoom.
What would be your recommendation here, Term?
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Yholl
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Yholl »

abbuw wrote:I made something for Term's DUMP.
Certainly looking forward to playing this in the final release. I've always been a big fan of your work.


also aaaaaaaaa my motivation to do anything other than my map is so stronk
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Eevee
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Eevee »

Do any of the other crushing specials work correctly?
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GFD
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by GFD »

Besides the fact that none of the other crushing ceiling specials are capable of what I require (dspeed, uspeed, and silence), unfortunately they all seem to have this problem.
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Eevee
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Eevee »

You... could... have a dummy crusher run at the start of the level, measure how far down the ceiling moves, and adjust your real crushers' floors if necessary? Maybe?
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