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

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

Post by Snarboo »

Yholl wrote:Try and think of different ways of implementing the twin guns. They're pretty cool, apart from this, so don't be discouraged.
I was attempting to recreate the functionality of the dual Uzis from the new Shadow Warrior, which had the second Uzi as an upgrade. :X

Should I just let the player use both from the get go and bump it up to Super Shotgun tier? It wouldn't require many changes, maybe a few lines of code?
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Shadow Hog
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Shadow Hog »

Jimmy wrote:You're using SLADE right? Try pressing Ctrl+4 to bring up the Map Checks window, or go to View > Map Checks in the map editor window.

Hit "Check". The results will highlight the erroneous lines, and clicking them let you instantly navigate to the problem areas.
Or if you're using GZDoom Builder, hit F3 (or maybe it was F4? Whichever one pulls up "Find" instead of "map errors"), select "Linedef index" from the list of types of things to find, plug in the numbers listed, and it'll take you right to each linedef specifically.
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Deviluke Roy
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Deviluke Roy »

Jimmy wrote:You're using SLADE right? Try pressing Ctrl+4 to bring up the Map Checks window, or go to View > Map Checks in the map editor window.

Hit "Check". The results will highlight the erroneous lines, and clicking them let you instantly navigate to the problem areas.
Image (or in this link)

I don't see linedef 571, 804, 805, 807, 809, and 810. Maybe it's cause I'm using Zdoom and don't have GZDoom.
Gez
 
 
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Gez »

SLADE doesn't have a very flexible "find" feature yet, but View->Show Item can let you find lines, things, sectors, and vertices by their index.
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Jimmy
 
 
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Jimmy »

Oh okay, I didn't even see that one. Then that's what Roy wants from the look of it.

...Can I humbly suggest that "Show Item" is perhaps a poor name for something which is really a search/find function? :P
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Snarboo
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Snarboo »

Alright, the slug thrower has been updated, and is now in the Super Shotgun tier.
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Beed28
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Beed28 »

No comments on my map on page 33?
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NeuralStunner
 
 
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by NeuralStunner »

At last! My weapon is complete. This was my original concept, but I didn't think I could make it work well. After discovering that my other concept was already submitted (in much better form), I revisited this. Turns out it was 100% possible!

WEAPON: Neural Stunner
- Download link: (Dropbox)
- Name: NStunner
- Credits: Id Software, Raven Software, Captain Toenail, Me (Detailed credits included in the PK3)
- Tier: Chainsaw (However, it goes in the Pistol slot.)

The weapon itself is nonlethal, perhaps making it excellent for pacifist runs?
  • The Mk2 has been upgraded with an internal capacitor and recharge system. Holding the gun for about 1 second will restore 20% of the weapon's charge. (It holds up to 5 charges.) An electronic chime will notify you when the capacitor is at full power.
  • Primary fire works like the gun we all know, stunning an opponent for a long period of time. (How long depends on how much HP they have. Thus, full-strength Cyberdemons are hardly going to pause.) This effect is marked by the typical spinning stars above the victim.
  • The secondary fire is a short-range pulse that will, in its simplest form, unstun a stunned target. However, at a full 5 charges, you will also put the target into a state of confusion. Confused enemy monsters become allies for the duration. (Confused players are, well... Heh heh.) Such victims display a bobbing "?" above their head, of course.
Notes:
  • Non-creatures (E.G. barrels) will take 15-30 damage instead.
  • A target that is confused can still be stunned.
  • A stunned Player will only be unstunned by the secondary fire, not confused. (This makes it helpful for FF accidents.)
  • An unstunned player will be confused by the secondary fire. (In the most evil way possible.)
  • This works without needing HITTRACER or using A_RadiusGive. But it's overall still kinda held together with duct tape...
  • May, on rare occasions, affect the wrong target when fired at odd angles. I think this is fixed though.
  • Also tends to affect the wrong guy when the victim dies right as they're hit... I don't know how to fix this, admittedly.
  • The weapon's official name has a space in it. My username does not. Thank you.
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Deviluke Roy
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Deviluke Roy »

Jimmy wrote:Oh okay, I didn't even see that one. Then that's what Roy wants from the look of it.

...Can I humbly suggest that "Show Item" is perhaps a poor name for something which is really a search/find function? :P
I think I wanted a feature to find lines. Like you go in the console and you type something like "Find Line X"

But I think I'm done. To put it simply, I cheated. I made all the area in which lines 571 and the 800 lines will probably be one-sided. I also removed the bruser battle with the unworking script and added a short enemy run with some mooks. here's the link: https://www.dropbox.com/s/3kbhq5ueyghl7 ... e.wad?dl=0
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Deviluke Roy
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Deviluke Roy »

Deviluke Roy wrote:
Jimmy wrote:Oh okay, I didn't even see that one. Then that's what Roy wants from the look of it.

...Can I humbly suggest that "Show Item" is perhaps a poor name for something which is really a search/find function? :P
I think I wanted a feature to find lines. Like you go in the console and you type something like "Find Line X"

But I think I'm done. To put it simply, I cheated. I made all the area in which lines 571 and the 800 lines will probably be one-sided. I also removed the bruser battle with the unworking script and added a short enemy run with some mooks. here's the link: https://www.dropbox.com/s/3kbhq5ueyghl7 ... e.wad?dl=0
Edit:
Beed28 wrote:No comments on my map on page 33?
Don't worry about it, I think my map for Dump 2 got some comments, but it wasn't much, and we are almost at the compilation and critisism part (excuse my "i think I won't get this done before the deadline" post, I mismathed the date). Also, there's always Thyrork to review Dump 3.
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InsanityBringer
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by InsanityBringer »

Deviluke Roy wrote:
Jimmy wrote:Oh okay, I didn't even see that one. Then that's what Roy wants from the look of it.

...Can I humbly suggest that "Show Item" is perhaps a poor name for something which is really a search/find function? :P
I think I wanted a feature to find lines. Like you go in the console and you type something like "Find Line X"

But I think I'm done. To put it simply, I cheated. I made all the area in which lines 571 and the 800 lines will probably be one-sided. I also removed the bruser battle with the unworking script and added a short enemy run with some mooks. here's the link: https://www.dropbox.com/s/3kbhq5ueyghl7 ... e.wad?dl=0
it's still broken. I'm not even sure what to say about it, I've never run into anything like this before with slade 3, my primary map editor. Though it seems that all you need to do is just find the zero length lines (if you test it in a newer version of zandy or gzd it tells you where the zero length lines are), as these seem to be the cause of all of the problems (maybe when zdoom removes them, it messes up the indicies for various things? I should test this)

also update your version of zandy and/or gzd
dukka
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by dukka »

won't let a bunch last minute crap get in my way of shoving something terrible into this project

screenshots

Download: link
Map: Regressive Experience (map DUKKAD3)
Credits: Microforce for the .mod, linked in the credits lump
Quote: "Somehow worse than a drunk snapmap session."

Things not in yet:
Difficultly adjustments
Fun
That one HoM i accidentally made by not setting up the sky correctly
Last edited by dukka on Tue Jun 21, 2016 12:29 am, edited 1 time in total.
Zerrer
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Zerrer »

NeuralStunner wrote:At last! My weapon is complete.
WEAPON: Neural Stunner
I love this. It's very goofy and fun to mess around with.

Fun fact- if you Confuse an archvile the very moment it raises something, that something becomes your FOREVER FRIEND.
Snarboo wrote:Alright, the slug thrower has been updated, and is now in the Super Shotgun tier.
I like it! Personally, though, the way the firing works is a little weird. While the fire-rate does increase with the altfire, it feels weird to just 'lift up second gun, fire, lower it again'.

If I were you, I might set it up so that you can main-fire to shoot one gun (Then mainfire again to shoot the other), while the altfire shoots both guns at once. Or something.
Last edited by Zerrer on Mon Jun 20, 2016 5:25 pm, edited 1 time in total.
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Beed28
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Beed28 »

Deviluke Roy wrote:Also, there's always Thyrork to review Dump 3.
Oh, him! I love his wit and humour in his reviews. I can't wait to see his reactions to my map. :D
LogicalFallacy
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by LogicalFallacy »

Quick note to anyone trying my map: I'm at work and just realized I uploaded a version with the Player start moved fur testing. Player start belongs on the teleport pad that doesn't do anything, so please correct it before you pay through. I'll have the fixed version up tonight. Fixed version is in my submission post and later post.
Last edited by LogicalFallacy on Mon Jun 20, 2016 11:51 pm, edited 1 time in total.
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