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

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

Post by ijon »

FaggoStorm wrote:I was asking this because Kinsie balanced his gun to deathmatch, so I was asking if it was a requirement.
my srs bomb is the least balanced weapon in dump 3 so far

it got allowed soooooo
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TerminusEst13
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by TerminusEst13 »

casual reminder that all of us will be meticulously rubbing, molesting, and groping your weapons until they consent to our changes
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Yholl
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by Yholl »

ELECTRONIC OLD MEN, RUBBING THE WEAPONS

A NEW AGE
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Deviluke Roy
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by Deviluke Roy »

I came to say that my map will be a little late, I got distracted playing Pirate101.
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InsanityBringer
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by InsanityBringer »

its okay guys, i made sure that my weapon is ready to have your hands dragged all over it.

if anything it seemed kinda excited
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Bobman23
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by Bobman23 »

Work's asking me to work longer shifts for the next few days so this'll be my only time to upload my map before the cutoff date :/ Nevertheless, here it is! I'm still quite surprised at how much I overestimated the skill involved in making a basic map, not to say it hasn't been hard, but just not as hard as I thought it'd be.

- Download link: https://www.dropbox.com/s/yrwu71y121442 ... t.wad?dl=0
- Name: Baby's First Map ( I guess lmao. Didn't put too much thought into a name, and I'd be here for a week trying to think of something : P)
- Credits: The song is Hoise_2-34 off of the Mod Archive at this link http://modarchive.org/index.php?request ... ery=126533 , and the rest of the map is just using the Standard Doom 2 textures.
- Quote: Making a map has a steep but short learning curve at first, but once you learn the basics you can go in all sorts of directions.
mumblemumble
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by mumblemumble »

map is actually pretty nice, even if its relatively simple.

Few criticisms, first, a pinky is stuck by the red key ambush, and at the slime pit platforms. You can check for this, and other shit with "map analysis mode" in gzdoom builder, And always be aware how much space a monster takes up compared to their surroundings.

Second, the slime pit does no damage, you need to give it a damage action for the floor. Slime texture alone does nothing

Third, give it alt spawns for lower difficulties, some people like to play hideous destructor =) 4 is UV, 3 is HMP, 2 is NSR, 1 is ITYTD. Generally above 4 you dont need to tweak.
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CharlieTheGnarly
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by CharlieTheGnarly »

in addition to mumble's feedback: i like the angular approach you took in the layout, non-conventional but appealing! also, a door's side textures near where the revenants are appear not to be pegged (static). good job regardless Bobman!
Zerrer
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by Zerrer »

I already 'formally' uploaded this for term on /vr/, but I'm always hoping for more feedback so that I can fix this guy up.

Here it is:The mountain temple.

It's nowhere near as extensive (Or scripted) as my DUMP 2 submission, but I like to think it's a fun little romp.
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Bobman23
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by Bobman23 »

mumblemumble wrote:map is actually pretty nice, even if its relatively simple.

Few criticisms, first, a pinky is stuck by the red key ambush, and at the slime pit platforms. You can check for this, and other shit with "map analysis mode" in gzdoom builder, And always be aware how much space a monster takes up compared to their surroundings.

Second, the slime pit does no damage, you need to give it a damage action for the floor. Slime texture alone does nothing

Third, give it alt spawns for lower difficulties, some people like to play hideous destructor =) 4 is UV, 3 is HMP, 2 is NSR, 1 is ITYTD. Generally above 4 you dont need to tweak.
Son of a gun I knew I was forgetting something. I had most of these save for your third suggestion(which is kinda smart, thanks fam) but then the program decided to crash. I'll fix them promptly and upload an update tomorrow at some point then.
For the Alt spawns thing, Do you mention that because you found parts of it too hard or too easy? I want to make sure that it's an enjoyable level for most folks who'll play it, but still provide a challenge. The only place I can see it getting hairy for some is in the Yellow Key room.
CharlieTheGnarly wrote:in addition to mumble's feedback: i like the angular approach you took in the layout, non-conventional but appealing! also, a door's side textures near where the revenants are appear not to be pegged (static). good job regardless Bobman!
Thanks! That door issue kind of slipped past me, I'll make sure to fix it as well (Although I could leave it so you're committed to fighting the revenants too :^) ).
mumblemumble
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by mumblemumble »

Zerrer wrote:I already 'formally' uploaded this for term on /vr/, but I'm always hoping for more feedback so that I can fix this guy up.

Here it is:The mountain temple.

It's nowhere near as extensive (Or scripted) as my DUMP 2 submission, but I like to think it's a fun little romp.
Neat concept, though it has many issues. First, low on ammo and health, particularly low on health by the yellow key area, and a bit after, and a bit after going up the hill. Low on ammo around the top, scattering a few clips or 4 shell stacks would help. The cyberdemon skull key feels...Irritating to grab. Having to jump over, get it, then go back is a pain, and it kinda feels like luck, and I sense with most mods you would be screwed by this, particularly with no ammo to spare. Valley to the left of the right first path has a massive HOM on the floor, perhaps because you did a line violation? The top of the stairs by the exit temple also has no texture on the last step. Still an enjoyable map, but a bit hard, I had to resurrect a few times on UV, because there was almost no room for error



BOBMAN : I mean it doesn't seem like there are more / less enemies on UV / HMP / ECT. You can change this by ticking on a things properties "skill 1 /8"
skill 1 is ITYTD, 2 is NSR, 3 is HMP, 4 is UV, 5 is Nightmare, ECT. You can use this to make the map easier on lower difficulties, by giving harder stuff a tag of 4 and above, so on skill 1, 2, and 3, it doesn't spawn. You might of done this, but I player through half on ITYTD, and didn't see spawn differences.
Cansteam
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by Cansteam »

Not knowing of this project until now, I'm going to try to complete a map in the ~1 day I have.
Wish me luck.
StatisticalHourglass
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by StatisticalHourglass »

good luck!
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Neonspider
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Re: DUMP Episode 3: BFG Edition [Community Pack Recruitment]

Post by Neonspider »

I know I haven't really made many updates (better than spamming though) but I plan to submit my contribution friday afternoon. Based on this post, is it in two or three days for you? Time of writing is 5:43 on Wednesday for me.
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TerminusEst13
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by TerminusEst13 »

So, hey guys. I'm about to do something that I'd normally kick myself for, but it seems like everyone across the world has been struck with a unanimous case of "man if only I had a couple more days..."
Now, if it was just me, I'd basically go "well tough shit I gotta get through", but I've noticed a hundred other folks are feeling the same as well.
Either due to exams, or work schedule, or motivation, or etc, people are getting overwhelmed.

So, I'm extending the DUMP 3 deadline. Now, the submission time is June 20th, instead of June 16th. Five extra days! Or four, if you're not counting the 16th as a separate day.
If you were feeling "oh man I'd love to map but I only just now got an idea", now's the time to blitz for it.
If you were wrestling with exams this week, now you've got another half-week to work on things.
If you've etc etc etc, you get the point.

Enjoy, mates. Take a break tonight. Have a drink and a nice meal.
Then work hard and make something good.

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