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.
- Major Cooke
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Shadow Hog, I'll have you know Volcano Oasis was my favorite of DUMP2. I hope you do more of those kinds of maps. Beautiful test map for D4D I must admit. 
- wildweasel
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Reading that name only makes me realize that it's a missed opportunity that you didn't call it "Volcanoasis."Major Cooke wrote:Shadow Hog, I'll have you know Volcano Oasis was my favorite of DUMP2. I hope you do more of those kinds of maps. Beautiful test map for D4D I must admit.
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mumblemumble
- Posts: 927
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
I'm curious term, in my second map "Stop your sins" could anyone fix my damn final door? I'd hate to have it scrapped JUST for a bad door, but I have absolutely no idea what is wrong.
- 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!]
Speaking of things that won't bloddy work, my exit switch in my map also doesn't work and IDK what went wrong. However, I'm replacing it with a linedef in another Firemag2 area. Hey, it's better than Fireblu!mumblemumble wrote:I'm curious term, in my second map "Stop your sins" could anyone fix my damn final door? I'd hate to have it scrapped JUST for a bad door, but I have absolutely no idea what is wrong.
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LogicalFallacy
- Posts: 89
- Joined: Tue May 24, 2016 8:59 am
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
So I just took a quick look through your map again, this time actually looking for broken shit in-game, and then checking it out in DoomBuilder. So... you have the player trying to press the back side of the exit switch linedef, which doesn't really work. If you flip it so you're pressing the front side, that should fix it right up.Deviluke Roy wrote:Speaking of things that won't bloddy work, my exit switch in my map also doesn't work and IDK what went wrong. However, I'm replacing it with a linedef in another Firemag2 area. Hey, it's better than Fireblu!
I haven't played your map mumble, but I'm going to guess it's the same issue. Nope, definitely not the same issue. Code poking commences now.
Well, fuck testing your map (I don't do slaughtermaps), so I tried out your code in another little test map I made, and it worked just fine. The only changes I made to it were justifying your code, because I'm OCD and my mother's an english major. I also searched every Thing with the tag 888, and all 324 (seriously dude?) of them were in that room, and appeared to be accessible, so I have no idea what the deal with your door is.
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Thanks Bobbarker for rewiewing my map consiering that was my first map ever and i put so much effort and time to make this one.
PS: CHILE BI-CHAMPION!!! WOOOOO!!!!!!

PS: CHILE BI-CHAMPION!!! WOOOOO!!!!!!
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mumblemumble
- Posts: 927
- Joined: Fri Aug 23, 2013 1:59 pm
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Haha, as a fan of hideous destructor, I dont normally like it either. But I liked the setup of that one, and the bouncy floor based combat.LogicalFallacy wrote: Well, fuck testing your map (I don't do slaughtermaps), so I tried out your code in another little test map I made, and it worked just fine. The only changes I made to it were justifying your code, because I'm OCD and my mother's an english major. I also searched every Thing with the tag 888, and all 324 (seriously dude?) of them were in that room, and appeared to be accessible, so I have no idea what the deal with your door is.
Well, aint that a bitch... Term, if you cant fix it, just scrap the map =< or just make any old exit work
- Shadow Hog
- Posts: 173
- Joined: Fri Aug 14, 2015 8:56 pm
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Aw, shucks, thanks. Personally, I look at it and can't help but think it's not a terribly well-designed level, though I am definitely pleased with how well it turned out, visually. We are generally our biggest critics, though, so...Major Cooke wrote:Shadow Hog, I'll have you know Volcano Oasis was my favorite of DUMP2. I hope you do more of those kinds of maps. Beautiful test map for D4D I must admit.
...wildweasel wrote:Reading that name only makes me realize that it's a missed opportunity that you didn't call it "Volcanoasis."
Son of a
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Quite a high quality map for 4.5 hours. One balancing issue I have is when you initially take the lift to the radiative area. If you hesitate there's a good chance you're gonna get annihilated immediately.Jimmy wrote:Aaaaaaand done! Like 4.5 hours after midnight my time. :<
DOWNLOAD
Screenshots here
Tested in Zandronum 3.0 software and OpenGL. Looks and plays good in both I think!
Name: Mercury Rain
Music Used: "Mercury Rain" by Skaven (ModArchive.org link)
Credits: See the CREDITS lump in the WAD, there's a lot of community resources used here. Might be a smidgeon incomplete though.
Quote: "Also known as "Pluvial Terrace"."
Still missing:
- Resources pruned
- Difficulty balancing
- Multi placement
- Possible custom midi
- TerminusEst13
- Posts: 1625
- Joined: Mon Nov 09, 2009 3:08 pm
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Like DUMP 2, I'm going to be doing a first-impressions stream runthrough of all maps. Rules are simple, I play the map until I beat it or first death, with exceptions to the latter given if I die straight away or if the map is super-impressive. I'll be uploading the videos afterwards, so people will be able to see audience reactions/reception to your map.
http://www.twitch.tv/terminusest13/ - Stream starting soon.
Stream over, uploading video now.
http://www.twitch.tv/terminusest13/ - Stream starting soon.
Stream over, uploading video now.
Last edited by TerminusEst13 on Tue Jun 28, 2016 3:07 am, edited 1 time in total.
- Redead-ITA
- Posts: 439
- Joined: Sun Dec 20, 2015 8:06 am
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Update my map after the i see it from the stream
Map name and download: Box simple
Credit: Capcom for the storm eagle theme and id for the default assets
Quote: "i did a favor for everybody and maked the map07 for dump"
NOTE: Map01 is the one that i want to release not map07 and do not merge them both (forgot to say that and i think That Term understand it as a yes so please use only map01)
Changelog:
-Made the door openable when you get the blue key
-Made the doors have the indications that need their key
-Made the Wrapping door not so wrapping but more door
Ps. i did this map in a artistic concept of Dumpiness not for gameplay
PSS. i also have to say sorry for for term that he's gonna have a pain in the butt to put my map (map01 not map07) to the mod because of missunderstanding
Map name and download: Box simple
Credit: Capcom for the storm eagle theme and id for the default assets
Quote: "i did a favor for everybody and maked the map07 for dump"
NOTE: Map01 is the one that i want to release not map07 and do not merge them both (forgot to say that and i think That Term understand it as a yes so please use only map01)
Changelog:
-Made the door openable when you get the blue key
-Made the doors have the indications that need their key
-Made the Wrapping door not so wrapping but more door
Ps. i did this map in a artistic concept of Dumpiness not for gameplay
PSS. i also have to say sorry for for term that he's gonna have a pain in the butt to put my map (map01 not map07) to the mod because of missunderstanding
- 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!]
Shit, I don't wake up that early. And I'm guessing that my map didn't get played.TerminusEst13 wrote:Like DUMP 2, I'm going to be doing a first-impressions stream runthrough of all maps. Rules are simple, I play the map until I beat it or first death, with exceptions to the latter given if I die straight away or if the map is super-impressive. I'll be uploading the videos afterwards, so people will be able to see audience reactions/reception to your map.
http://www.twitch.tv/terminusest13/ - Stream starting soon.
Stream over, uploading video now.
Ah well. Here's the map with a good exit: https://www.dropbox.com/s/fd3snmc45pkfm ... n.wad?dl=0.
- Redead-ITA
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
i think he played from map01 to map40 and 2 secret levelsDeviluke Roy wrote:Shit, I don't wake up that early. And I'm guessing that my map didn't get played.TerminusEst13 wrote:Like DUMP 2, I'm going to be doing a first-impressions stream runthrough of all maps. Rules are simple, I play the map until I beat it or first death, with exceptions to the latter given if I die straight away or if the map is super-impressive. I'll be uploading the videos afterwards, so people will be able to see audience reactions/reception to your map.
http://www.twitch.tv/terminusest13/ - Stream starting soon.
Stream over, uploading video now.
Ah well. Here's the map with a good exit: https://www.dropbox.com/s/fd3snmc45pkfm ... n.wad?dl=0.
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LogicalFallacy
- Posts: 89
- Joined: Tue May 24, 2016 8:59 am
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Map01 to map40 and all 5 secret levels.
- SoundofDoomDoors
- Posts: 25
- Joined: Wed Mar 30, 2016 5:00 pm
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Just saw term play my map (33). I'm amazed he camped the first part of the blood area. I always ran out of ammo when I tried that. Also, I tried to fix the shifting texture in the crusher room. Everything's set to unpegged, but it still moves
. I'll switch the stairs at the beginning to bloodfalls. There's also another two areas with blood rivers that now have the same look. Here's RC2. https://mega.nz/#!2tt2iBRA!p3q47T3zO7I7 ... 1UmpT5MRuk
Changes:
Texture alterations, mentioned above.
You can now use alternate escape routes in some of the buildings in the optional slaughter without jumping. I had a beta tester get murdered there because he forgot to jump.
You can now shoot the one archvile in the initial slaughter wave in the back if you stealth the area very carefully.
The pain elemental in the room where term died was not supposed to show up below UV. I intended him to be replaced by a cacodemon. Instead both spawned on all difficulties below UV, making it harder instead of easier. Fixed.
The arrow in that area term thought was a secret is now brighter and the light flashes. I still haven't added a secret there. When I first drew it, I was going for random shapes to add detail. I realized I'd drawn and arrow and laughed at it. I was wondering if a player would check that for a secret. Now the troll is developer approved! I thought of putting one health vial or a point-blank skeleton in a secret back there, but I didn't do it. Maybe next DUMP. Hey, someone put a cyberdemon in a secret in DUMP 2. Compared to that, I'm merciful! I'll get around to it someday.
The secret chainsaw at the beginning is now a beserk pack. I didn't intend the player to fight the demons before getting the SSG. Dying there? Not good. It's supposed to be low to moderate pressure, so I want the player to live, hence the change.
A walkover line that triggers a closet was set to work for monsters and the player. Now it only works for the latter, as intended.
Changes:
Texture alterations, mentioned above.
You can now use alternate escape routes in some of the buildings in the optional slaughter without jumping. I had a beta tester get murdered there because he forgot to jump.
You can now shoot the one archvile in the initial slaughter wave in the back if you stealth the area very carefully.
The pain elemental in the room where term died was not supposed to show up below UV. I intended him to be replaced by a cacodemon. Instead both spawned on all difficulties below UV, making it harder instead of easier. Fixed.
The arrow in that area term thought was a secret is now brighter and the light flashes. I still haven't added a secret there. When I first drew it, I was going for random shapes to add detail. I realized I'd drawn and arrow and laughed at it. I was wondering if a player would check that for a secret. Now the troll is developer approved! I thought of putting one health vial or a point-blank skeleton in a secret back there, but I didn't do it. Maybe next DUMP. Hey, someone put a cyberdemon in a secret in DUMP 2. Compared to that, I'm merciful! I'll get around to it someday.
The secret chainsaw at the beginning is now a beserk pack. I didn't intend the player to fight the demons before getting the SSG. Dying there? Not good. It's supposed to be low to moderate pressure, so I want the player to live, hence the change.
A walkover line that triggers a closet was set to work for monsters and the player. Now it only works for the latter, as intended.
