DUMP Episode 3: BFG Edition [map + weapons released]
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- Mor'Ladim
- Posts: 312
- Joined: Tue Sep 27, 2005 7:38 am
- Location: An artifact in an image you foolishly saved as a JPEG.
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Well! And here I was feeling bad for not submitting a map due to me thinking there was actually LESS submissions this time around. I also thought there were far less weapons! Can't wait to try them all out! I also hope there was no need to grope my weapons with grabby hands too much!
- CharlieTheGnarly
- Posts: 11
- Joined: Sat Jun 11, 2016 10:41 am
- Location: Earth
- Contact:
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
random thought: perhaps the scrapped maps could be compiled into a bonus pk3, a sorta DUMP 3.33: The Lost Levels kinda deal. food for thought (?)
- Shadow Hog
- Posts: 173
- Joined: Fri Aug 14, 2015 8:56 pm
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Eighty? Christ, and I thought we were tracking to have less maps than DUMP 2 this go around...
- Deviluke Roy
- Posts: 405
- Joined: Sat Mar 05, 2016 4:43 pm
- Location: Where's my jokebook?
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Well, I thought so too. I mean, there's some weapons here, I thought people will spend time on weapons, making less maps to play.Shadow Hog wrote:Eighty? Christ, and I thought we were tracking to have less maps than DUMP 2 this go around...
Anyways, for my map, it's... Fixing time! (Hopefully my map won't get cut...)
Edit: I am Avery Darkius, and I hate my life.
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
At least Terminus have his own AEoD now. Or something like Russian Overkill but less crazy and brutal. Welp, dat gut m8.Arctangent wrote:Well, it's more like 80 WADs into one product and 40 into another; the weapons are going to be a separate things shipped at the same time as the maps.
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- Posts: 18
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Tomb of Hectikhamen update
-Added missing upper textures to a crusher
-Removed unnecessary files from the WAD to reduce bloat
-Added missing upper textures to a crusher
-Removed unnecessary files from the WAD to reduce bloat
- Deviluke Roy
- Posts: 405
- Joined: Sat Mar 05, 2016 4:43 pm
- Location: Where's my jokebook?
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
I tried. IDK anymore. The map still doesn't work in Zand 3.0. IDK why the map works in Zand 2,12 and not in Zand 3.0. Here's the latest version of my map: https://www.dropbox.com/s/3kbhq5ueyghl7 ... e.wad?dl=0
- Wivicer
- Posts: 368
- Joined: Sat Jul 27, 2013 4:39 pm
- Graphics Processor: nVidia (Modern GZDoom)
- Contact:
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
I fixed those lines for ya. Dunno if that makes it zandy 3.0 compatible, but you shouldn't get those errors anymore.Deviluke Roy wrote:I tried. IDK anymore. The map still doesn't work in Zand 3.0. IDK why the map works in Zand 2,12 and not in Zand 3.0. Here's the latest version of my map: https://www.dropbox.com/s/3kbhq5ueyghl7 ... e.wad?dl=0
You may want to do some research into how DooM maps are actually constructed if you don't know what front sidedefs are. Just saying.
Here ya go, buddy
- Deviluke Roy
- Posts: 405
- Joined: Sat Mar 05, 2016 4:43 pm
- Location: Where's my jokebook?
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Thanks, Wivicer! You're the best! Now the map runs!Wivicer wrote:I fixed those lines for ya. Dunno if that makes it zandy 3.0 compatible, but you shouldn't get those errors anymore.Deviluke Roy wrote:I tried. IDK anymore. The map still doesn't work in Zand 3.0. IDK why the map works in Zand 2,12 and not in Zand 3.0. Here's the latest version of my map: https://www.dropbox.com/s/3kbhq5ueyghl7 ... e.wad?dl=0
You may want to do some research into how DooM maps are actually constructed if you don't know what front sidedefs are. Just saying.
Here ya go, buddy
- Wivicer
- Posts: 368
- Joined: Sat Jul 27, 2013 4:39 pm
- Graphics Processor: nVidia (Modern GZDoom)
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Sure thing, friend.
You're using slade, right?
In the map checks tab, if you have an error like that again, select "check sector references".
You're using slade, right?
In the map checks tab, if you have an error like that again, select "check sector references".
- Kinsie
- Posts: 7402
- Joined: Fri Oct 22, 2004 9:22 am
- Graphics Processor: nVidia with Vulkan support
- Location: MAP33
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
I really, really, REALLY wish there was either:Jimmy wrote:You're gonna go insane if you don't ask people to help you out directly say actually making their submissions viable for inclusion. Like I would just flat-out reject anything with the TEXTURE1 lump for new textures until that person can learn how to use efficient means like TEXTURES and the TX_ markers, and therefore make the process more streamlined for you.
a.) an automated way to strip out the base Doom2 definitions from a TEXTURE1 (for ease of conversion into a TEXTURES version)
or
b.) a TEXTURES version of cc4-tex. Yes, even though it's being included in the base DUMP mod like in DUMP2. I don't care. The current version feels like shit in the GZDB texture browser.
- Wivicer
- Posts: 368
- Joined: Sat Jul 27, 2013 4:39 pm
- Graphics Processor: nVidia (Modern GZDoom)
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Shit. Just found a bug in my map. I fixed it and reuploaded it. Here
The secret is now accessible. Hint: You have to jump.
The secret is now accessible. Hint: You have to jump.
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
a.) When Slade asks you to create a new textures lump, there is an option called "create new (empty)".Kinsie wrote:I really, really, REALLY wish there was either:
a.) an automated way to strip out the base Doom2 definitions from a TEXTURE1 (for ease of conversion into a TEXTURES version)
or
b.) a TEXTURES version of cc4-tex. Yes, even though it's being included in the base DUMP mod like in DUMP2. I don't care. The current version feels like shit in the GZDB texture browser.
b.) If you right click on the textureX lump in Slade, there is an option called "convert to textures". If wanted you could convert the texture1 in cc4-tex.wad to a zdoom texture lump.
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- Posts: 5
- Joined: Tue Feb 05, 2013 10:29 pm
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
So its a bit late, but I made a few bug fixes to Judgement Day.: http://www.mediafire.com/download/g2ycr ... nt+Day.zip
Also, I have finally finished that second map I was working on!
Name: Tunnel Crates Rule!
Preview Pics: http://imgur.com/a/iApgl
Download Link: http://www.mediafire.com/download/vaebe ... ule%21.zip
Quote: That's us, and we rule!
Credits: Community Chest 4 for textures, Doom 1 for music.
A much simpler, more traditional map inspired by E2M2. While I believe the first map I did definitely won't be everyone's cup of tea, this one I think should be more generally appealing. I know there are like 80 maps already submitted, and it would be nice if both of mine got in, but if I had to choose between the two I would want this one in particular included in DUMP. I am also hoping to take some time within the next few days to do a thorough play through of the wads already posted to give some constructive criticism., although I am not sure whether I should wait for a build of the main DUMP wad or not.
Also, I have finally finished that second map I was working on!
Name: Tunnel Crates Rule!
Preview Pics: http://imgur.com/a/iApgl
Download Link: http://www.mediafire.com/download/vaebe ... ule%21.zip
Quote: That's us, and we rule!
Credits: Community Chest 4 for textures, Doom 1 for music.
A much simpler, more traditional map inspired by E2M2. While I believe the first map I did definitely won't be everyone's cup of tea, this one I think should be more generally appealing. I know there are like 80 maps already submitted, and it would be nice if both of mine got in, but if I had to choose between the two I would want this one in particular included in DUMP. I am also hoping to take some time within the next few days to do a thorough play through of the wads already posted to give some constructive criticism., although I am not sure whether I should wait for a build of the main DUMP wad or not.
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
That's all when and good but no one seems to use it. Frequently when you get TEXTURE1 lumps, the new textures are accompanied by ALL the IWAD textures - sometimes being baked alphabetically into the list. This becomes a living nightmare when you only want to compile the custom textures into your WAD.Titan314 wrote:a.) When Slade asks you to create a new textures lump, there is an option called "create new (empty)".Kinsie wrote:I really, really, REALLY wish there was either:
a.) an automated way to strip out the base Doom2 definitions from a TEXTURE1 (for ease of conversion into a TEXTURES version)
or
b.) a TEXTURES version of cc4-tex. Yes, even though it's being included in the base DUMP mod like in DUMP2. I don't care. The current version feels like shit in the GZDB texture browser.