DUMP Episode 3: BFG Edition [map + weapons released]
Forum rules
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.
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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!]
Say term, when are you going to post the stream on youtube? I fell asleep halfway in cause I was staying up.
Also cannot wait for a formal test build.
Also cannot wait for a formal test build.
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
I was unable to watch the stream (I'm away from home, remember?). Was my map (updated or not) featured?
If so, I wonder how the chat reacted.
If so, I wonder how the chat reacted.
- SoundofDoomDoors
- Posts: 25
- Joined: Wed Mar 30, 2016 5:00 pm
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
You should be able to watch the VOD on term's twitch channel. That's where I saw my map.
https://www.twitch.tv/terminusest13
https://www.twitch.tv/terminusest13
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Ended up with another update to Mountain Temple.
- Changes:
- Gave the edges of the world a horizon. Had to get rid of my archway, sadly.
- Made a MAPINFO, and with it, set the sky. No more giant cityscape universe anymore, like the test build version.
- Now set as Map09
- Has music now! Credits go to Shadow Warrior. Everybody Off!
- simpletonnn
- Posts: 313
- Joined: Thu Nov 13, 2014 8:20 pm
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
I couldnt be on the stream last night, has my map been played by Term and the gang yet?
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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!]
Yessir. Your's is map26, and Term played through map40. You can still watch the archive on twitch, if you're curious to see what he thought.simpletonnn wrote:I couldnt be on the stream last night, has my map been played by Term and the gang yet?
edit: Just took a look to remind myself which one yours was, and I'm going to say that you should really go through and actually look at and align all you textures, please. For all our sakes.
- TerminusEst13
- Posts: 1625
- Joined: Mon Nov 09, 2009 3:08 pm
- Contact:
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
The Youtube upload, for folks who weren't able to watch the stream.
- 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!]
4:31:25 is the highlight of the stream. You don't need to watch the rest.
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Action Max
- Posts: 18
- Joined: Tue Mar 22, 2016 4:51 am
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Looking at the stream, either:
-The test build includes a version of Tomb of Hectikhamen one older than the current
or
-I still fucked up the crusher texture
I'll wait until the test build release to see which one it is.
I assume the key not spawning in is due to the kill command in some way breaking the script but again I'll wait until the test build to see what that problem is.
-The test build includes a version of Tomb of Hectikhamen one older than the current
or
-I still fucked up the crusher texture
I'll wait until the test build release to see which one it is.
I assume the key not spawning in is due to the kill command in some way breaking the script but again I'll wait until the test build to see what that problem is.
- simpletonnn
- Posts: 313
- Joined: Thu Nov 13, 2014 8:20 pm
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
thats uh, kind of odd because i spent alot of time aligning everything and such, i never saw anything misalinged...LogicalFallacy wrote:go through and actually look at and align all you textures, please. For all our sakes.
- SoundofDoomDoors
- Posts: 25
- Joined: Wed Mar 30, 2016 5:00 pm
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
I hate the last dungeons in Dragon Quest games. What's that got to do with Doom? I'm so sick of it that I'm going to start tearing into DUMP 3! Here are my comments on the first six maps. I hope to do about five per day to finish in around two weeks.
EDIT: ARGH MY EYES! I didn't realize my formatting was that bad. I've changed it to hopefully be less nausea inducing.
---
MAP01: Check-in (Unryker)
164/165 Kills 2/6 Secrets
-Errrr...I can't see a thing for a lot of the map. Brighten the dark areas by 32 units.
-The sky isn't showing up for me. I have cc4tex loaded, so it must be from another source.
-The secret BFG is mandatory to beat the level as far as I'm concerned. I couldn't find the way to the plasma rifle, but it probably wouldn't have helped. I got to the end the first time and promptly died to the three archviles. The second time I had the gun and they weren't a problem. I suggest either reducing the number of archviles or giving the player a nonsecret rocket launcher to cope.
-Chaingunner ambush! I had a Plutonia flashback. Reasonable, given the availability of cover and plentiful shells.
-The dark maze to the blue key felt like a slog and the way back was just empty. Try rigging some monster closets to open when the player gets the key. A skeleton and a mancubus is underwhelming.
Overall, decent start. There's tons of optional stuff. Just don't let the mandatory parts get lost in the shuffle.
---
MAP02: Piss Boy (Anonymous)
100% Kills and Secrets
-When people list quotes like this, I think they watched term's DUMP 2 stream where he read some of them aloud.
-I like the use of the colored lights + strobes.
-Slow burner! I missed the chainsaw at the start, but it was no big deal. I got it later.
-The Chaingunner that appears after you get the shotgun can be punishing if you have to shoot him twice. He's the biggest threat in the level. Leave it.
Overall: Creepiness >>> Gameplay here. I like it.
---
MAP03: Simplicity is Golden (Demo_the_Man)
100% Kills 33% Secrets
-It lives up to its name. 2/3rds of the map is very simple.
-I like the slight escalation at the end.
-Missing skybox on my end.
-ZDoom features are used well on this map. I like how the 3D rooms and slopes are deployed here.
Overall: Good straightforward map. Zdoom features are great here. Try a more complex map next time! I'd love to see what you'd come up with.
---
MAP04: Invitation to Destruction (Gardevoir)
DNF.
Nice map name. FYI, I'm playing KB+M with autoaim and freelook.
-You expect me to fight HOW many barons with the regular shotgun? Put the rocket launcher out in the open. E1M8 works from a pistol start because there are only two of them!
-The beginning is a little tedious. I would add a beserk pack to help make cutting through all the demons more fun.
-The middle is fun.
-The map looks great. I think it's the best looking level I've seen in this wad so far.
Overall: Change your weapon placement. You have an eye for visuals. Now work on the gameplay.
---
MAP05: Unnamed (CJacobs)
??% Kills 0% Secrets
-Plays slowly, but well.
-Are there rockets in those secrets? I had 18 when I got to the cyberdemon, so I passed on fighting him. He was really nice and gave me a hand cleaning up the trash that spawned in, though.
-You might want to lower the ceilings enclosing your doorways. You can see the bottom of the texture sticking out the top of many of them.
-I was able to crouch-jump through shutters and crouch under a door. if that's not what you intend, I suggest going back through your level and fixing it as needed. I got the blue key and rocket launcher more easily than I probably should have by doing this.
-The blue and gray texturing reminds me of Wolfenstein.
---
MAP06: Ruins and Lava (vbob)
DNF.
-Jumping to the exit is very difficult. I gave up after 10 minutes of trying. Shorten the gaps to make it easier and decrease the damage the lava does.
-The switch hunt was great, even if I didn't need the BFG9K. I wanted to do messages like that in my own level for its switch hunt, but I got lazy.
-The fight for the red key was fun.
-I like the E3M7 homage in the visuals and music. If not for the end, I would prefer this map over the original!
-Why is the big open section with the skeletons and hell knights there? Not only is there no easy way to kill the ledge minders, but you can go back from picking up the red key via a much safer route. It seems to me its only purpose is to make it frustrating to kill every monster in the level.
Overall: 99% good, just fix the last platforming segment. Also reconsider the optional area mentioned above.
EDIT: ARGH MY EYES! I didn't realize my formatting was that bad. I've changed it to hopefully be less nausea inducing.
---
MAP01: Check-in (Unryker)
164/165 Kills 2/6 Secrets
-Errrr...I can't see a thing for a lot of the map. Brighten the dark areas by 32 units.
-The sky isn't showing up for me. I have cc4tex loaded, so it must be from another source.
-The secret BFG is mandatory to beat the level as far as I'm concerned. I couldn't find the way to the plasma rifle, but it probably wouldn't have helped. I got to the end the first time and promptly died to the three archviles. The second time I had the gun and they weren't a problem. I suggest either reducing the number of archviles or giving the player a nonsecret rocket launcher to cope.
-Chaingunner ambush! I had a Plutonia flashback. Reasonable, given the availability of cover and plentiful shells.
-The dark maze to the blue key felt like a slog and the way back was just empty. Try rigging some monster closets to open when the player gets the key. A skeleton and a mancubus is underwhelming.
Overall, decent start. There's tons of optional stuff. Just don't let the mandatory parts get lost in the shuffle.
---
MAP02: Piss Boy (Anonymous)
100% Kills and Secrets
-When people list quotes like this, I think they watched term's DUMP 2 stream where he read some of them aloud.
-I like the use of the colored lights + strobes.
-Slow burner! I missed the chainsaw at the start, but it was no big deal. I got it later.
-The Chaingunner that appears after you get the shotgun can be punishing if you have to shoot him twice. He's the biggest threat in the level. Leave it.
Overall: Creepiness >>> Gameplay here. I like it.
---
MAP03: Simplicity is Golden (Demo_the_Man)
100% Kills 33% Secrets
-It lives up to its name. 2/3rds of the map is very simple.
-I like the slight escalation at the end.
-Missing skybox on my end.
-ZDoom features are used well on this map. I like how the 3D rooms and slopes are deployed here.
Overall: Good straightforward map. Zdoom features are great here. Try a more complex map next time! I'd love to see what you'd come up with.
---
MAP04: Invitation to Destruction (Gardevoir)
DNF.
Nice map name. FYI, I'm playing KB+M with autoaim and freelook.
-You expect me to fight HOW many barons with the regular shotgun? Put the rocket launcher out in the open. E1M8 works from a pistol start because there are only two of them!
-The beginning is a little tedious. I would add a beserk pack to help make cutting through all the demons more fun.
-The middle is fun.
-The map looks great. I think it's the best looking level I've seen in this wad so far.
Overall: Change your weapon placement. You have an eye for visuals. Now work on the gameplay.
---
MAP05: Unnamed (CJacobs)
??% Kills 0% Secrets
-Plays slowly, but well.
-Are there rockets in those secrets? I had 18 when I got to the cyberdemon, so I passed on fighting him. He was really nice and gave me a hand cleaning up the trash that spawned in, though.
-You might want to lower the ceilings enclosing your doorways. You can see the bottom of the texture sticking out the top of many of them.
-I was able to crouch-jump through shutters and crouch under a door. if that's not what you intend, I suggest going back through your level and fixing it as needed. I got the blue key and rocket launcher more easily than I probably should have by doing this.
-The blue and gray texturing reminds me of Wolfenstein.
---
MAP06: Ruins and Lava (vbob)
DNF.
-Jumping to the exit is very difficult. I gave up after 10 minutes of trying. Shorten the gaps to make it easier and decrease the damage the lava does.
-The switch hunt was great, even if I didn't need the BFG9K. I wanted to do messages like that in my own level for its switch hunt, but I got lazy.
-The fight for the red key was fun.
-I like the E3M7 homage in the visuals and music. If not for the end, I would prefer this map over the original!
-Why is the big open section with the skeletons and hell knights there? Not only is there no easy way to kill the ledge minders, but you can go back from picking up the red key via a much safer route. It seems to me its only purpose is to make it frustrating to kill every monster in the level.
Overall: 99% good, just fix the last platforming segment. Also reconsider the optional area mentioned above.
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Temin_Dump
- Posts: 5
- Joined: Sun Jun 19, 2016 11:51 pm
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
Hey, so I went through the test build yesterday to see where my map(map69) was, and I noticed that the Duke3D textures I used weren't showing up. Only one of them is really important, the rest not so much. Sorry for being terrible at lump management. I used duke-tex.wad externally. Regardless, I guess I'm wondering if I should just include them individually when I update my map, or if it's something that's easy to patch in from your end, Terminus. Thanks
- simpletonnn
- Posts: 313
- Joined: Thu Nov 13, 2014 8:20 pm
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
ok HOLD UP A FUCKING SECOND
im pretty sure i know EXACTLY why stuff like
cc4tex.wad wasn't packaged with the map, and I originally thought that Terminus would notice this and fix it.
but apparentally not I guess.
Also i will be open to make the two chaingunners in front of the blue door with less health
(and also fix the DOOR SCALINGSS)
im pretty sure i know EXACTLY why stuff like
Spoiler: thiswere happening
cc4tex.wad wasn't packaged with the map, and I originally thought that Terminus would notice this and fix it.
but apparentally not I guess.
Also i will be open to make the two chaingunners in front of the blue door with less health
(and also fix the DOOR SCALINGSS)
- 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 wonder if my map will still make the cut since it now has an exit. If it doesn't, ah well. It is what it is.
- KarolineDianne
- Posts: 66
- Joined: Sun Jan 05, 2014 11:06 am
Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]
OH NO OH NO OH NO
Term the version of my map you used in the stream was an unfinished one with broken music!
I thought I linked the final version in time D:
Term the version of my map you used in the stream was an unfinished one with broken music!
I thought I linked the final version in time D:



