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

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Melodica
Posts: 75
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Preferred Pronouns: She/Her
Location: Chile

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

Post by Melodica »

I would have made a map, but my gzdb is shitting itself so I just made a gun.

Image
Image

Download link: https://www.dropbox.com/s/mt2v4tpcao86n ... n.wad?dl=0
Name: DualCannon
Credits:
Spoiler:
Tier: RocketLauncher

Two cannon pistols, one for each hand. main fire will fire the left gun, wich fires a relatively fast cannonball that is affected by gravity and it rips and tears trough enemies. alt fire will fire the right gun, this one fires a kinda slower cannonball that flashes red and also rips trough enemies, just that when this cannonball hits a wall or flat, it will stick to it and explode 1 second after.
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KarolineDianne
Posts: 66
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by KarolineDianne »

StatisticalHourglass wrote:... for example the entrance to the castle with the keys could use a couple revenants to keep players on their toes, same with the red key battle, knights in a rectangle room don't make for a very interesting fight, you could throw some demons or maybe make those pillars actually serve a gameplay purpose...
I'mma be honest, I hate Revenants. I'd rather not put them in my maps ever. The only things more annoying than Revenants are Archviles.

Aside from that, yeah I suppose I need to throw more stuff in, I just don't really 'get' how to set up proper encounters. This map is admittedly more just a tour through spooktown with enemies thrown in for the sake of it.
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Yholl
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Location: Here, stupid.

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

Post by Yholl »

KarolineDianne wrote:Aside from that, yeah I suppose I need to throw more stuff in, I just don't really 'get' how to set up proper encounters. This map is admittedly more just a tour through spooktown with enemies thrown in for the sake of it.
Yeah, there definitely needs to be more ammo. The Hell Knight fight, if you did not find the rocket launcher secret, appears to be almost impossible. I ran completely out of ammo before I even killed half of them.

The map is certainly looking good so far, though. I veeerry much like the area transitions, they are really cool. I look forward to seeing the finished version.
StatisticalHourglass
Posts: 170
Joined: Tue Jan 01, 2013 8:51 pm

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

Post by StatisticalHourglass »

KarolineDianne wrote:
StatisticalHourglass wrote:... for example the entrance to the castle with the keys could use a couple revenants to keep players on their toes, same with the red key battle, knights in a rectangle room don't make for a very interesting fight, you could throw some demons or maybe make those pillars actually serve a gameplay purpose...
I'mma be honest, I hate Revenants. I'd rather not put them in my maps ever. The only things more annoying than Revenants are Archviles.

Aside from that, yeah I suppose I need to throw more stuff in, I just don't really 'get' how to set up proper encounters. This map is admittedly more just a tour through spooktown with enemies thrown in for the sake of it.

What I generally do is think of how hard I want a particular encounter to be and then design the enviroment to give advantages to either the enemies or the player, and then introduce the enemies that would use those advantages, like a mancubus in a small room, for a ridiculous example. but it is generally better to have different enemies at the same time, for more varied fights, so you have to think about the hellknights while pain elementals fill the air with lost souls, or demons cornering you while chaingunners shoot you from a vantage point.
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KarolineDianne
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by KarolineDianne »

StatisticalHourglass wrote:What I generally do is think of how hard I want a particular encounter to be and then design the enviroment to give advantages to either the enemies or the player, and then introduce the enemies that would use those advantages, like a mancubus in a small room, for a ridiculous example. but it is generally better to have different enemies at the same time, for more varied fights, so you have to think about the hellknights while pain elementals fill the air with lost souls, or demons cornering you while chaingunners shoot you from a vantage point.
I'll see what I can do. I WILL mention that I did alter that specific encounter based on difficulty. I'm Too Young To Die has all imps show up, while Not Too Rough spawns 4 imps and 2 knights. I'll tinker about with other spawns and such. And I'll definitely work on giving more ammo.
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President People
Posts: 149
Joined: Sat Apr 28, 2012 10:40 am

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

Post by President People »

StatisticalHourglass wrote:jeez that's so useful and extremely cool! the energy requirement may be a little much for a defensive only device, but I haven't tested it much.
graphics, animation and sound all blend together really well too.
Thanks! The initial cost probably is a bit too steep, might bump it down to about 25-30 cells.

One thing I forgot to mention about the alt-fire is that it stops the countdown timer. I may take this further and even have it reverse the timer, but by how much I'm not sure. 1 cell to buy just two extra tics of shield time seems a little silly. At least 5-per-frame/10-per-cell, maybe even a full second.
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Combine_Kegan
Posts: 467
Joined: Sun Jan 19, 2014 8:12 am
Location: Hopelessly stuck in the past

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

Post by Combine_Kegan »

Image Image
Weapn: Tesla Rifle
Link: https://www.dropbox.com/s/t90lkabcqq4hx ... e.pk3?dl=0
Name: TeslaRifle
Credits: Heretic, Battlefield 2142, the Electro gun and Action machine gun from Realm667, WildWeasel, MK2 and 3, additional credits located inside
Tier: Shotgun

So, here's my first submission to DUMP 3, a wind up lightning shotgun with three different firing modes and a limitless supply of ammunition as long as you keep it charged.
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Zero X. Diamond
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by Zero X. Diamond »

Man, I just have one question, and this probably has no good answer: how do people map so fast? I entered into this a bit late because I only learned about it a few days ago and... I mean, let me be frank: I've never finished a map. And when I work on them, it just takes me forever. Does anyone have any tips for speeding up the process?
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Kinsie
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by Kinsie »

Zero X. Diamond wrote:Man, I just have one question, and this probably has no good answer: how do people map so fast? I entered into this a bit late because I only learned about it a few days ago and... I mean, let me be frank: I've never finished a map. And when I work on them, it just takes me forever. Does anyone have any tips for speeding up the process?
Aim low.
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Sgt. Shivers
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Joined: Fri Jun 22, 2012 5:39 am

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

Post by Sgt. Shivers »

Zero X. Diamond wrote:Man, I just have one question, and this probably has no good answer: how do people map so fast? I entered into this a bit late because I only learned about it a few days ago and... I mean, let me be frank: I've never finished a map. And when I work on them, it just takes me forever. Does anyone have any tips for speeding up the process?
I like to write down a psuedo walkthrough sorta thing and map based on that.
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TerminusEst13
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by TerminusEst13 »

Zero X. Diamond wrote:Man, I just have one question, and this probably has no good answer: how do people map so fast? I entered into this a bit late because I only learned about it a few days ago and... I mean, let me be frank: I've never finished a map. And when I work on them, it just takes me forever. Does anyone have any tips for speeding up the process?
I've found a lot of delays are just staring at the screen, wondering what to do next.
So you just slap random shapes and then start connecting them together.
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Wiw
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by Wiw »

Sorry, I've just been wasting time... it'll be a miracle if I can get mine out when it's due. This is what happens when you have no self-discipline! If I fail... would I be able to put it in the next DUMP?
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: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
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Hege Cactus
 
 
Posts: 374
Joined: Wed Feb 19, 2014 3:23 am

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

Post by Hege Cactus »

Image

WEPON
Download link: http://www.mediafire.com/download/nwc8v ... weapon.wad
Name: CactusPipe
Credits:
Spoiler:
can also be found in the wad
Tier: Rocket Launcher



this is babbys first weapon that is extremely silly, but I am happy with how it turned out
cause i think it might be fun
StatisticalHourglass
Posts: 170
Joined: Tue Jan 01, 2013 8:51 pm

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

Post by StatisticalHourglass »

Zero X. Diamond wrote:Man, I just have one question, and this probably has no good answer: how do people map so fast? I entered into this a bit late because I only learned about it a few days ago and... I mean, let me be frank: I've never finished a map. And when I work on them, it just takes me forever. Does anyone have any tips for speeding up the process?

finish your layout first, add your keys and switches, add monsters until you're satisfied with the amount of action, add resources until you make it playable, add secrets, add illumination. that's my method at least.
Combine_Kegan wrote:Image Image
Weapn: Tesla Rifle
Link: https://www.dropbox.com/s/t90lkabcqq4hx ... e.pk3?dl=0
Name: TeslaRifle
Credits: Heretic, Battlefield 2142, the Electro gun and Action machine gun from Realm667, WildWeasel, MK2 and 3, additional credits located inside
Tier: Shotgun

So, here's my first submission to DUMP 3, a wind up lightning shotgun with three different firing modes and a limitless supply of ammunition as long as you keep it charged.
that's an extremely fun and versatile weapon, good job! feels really satisfying like the arc of death.

EDIT:
the cactus weapon: really nice sound effects, fun to use, balanced, overall very nice.
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