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

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

Post by SoundofDoomDoors »

I'm getting there. Here are my notes on maps 46 - 50.

MAP46: dumpmap (Comet1338)
100% Kills/100% Secrets


-I love it when maps let me snag weapons before the shooting starts. The plasma rifle's a big help early on.
-Mark the BFG secret line as "show as one-sided" so it isn't as easy to see on the automap.
-Hey a solo cybie that isn't the last enemy! Good idea. I two shotted him with the BFG.
Overall: Great map. Try making a bigger one next time! You're off to a good start.
---

MAP47: Simple Chaos (willykuo123)
97% Kills/16% Secrets


-Cliche cyberdemon at the end. I went around him.
-Where's the health during the opening minute? You should add more if it's all in secrets like I think it is.
-The level of detail here is amazing.
-The chainsaw was in the only secret I found. At least there were plenty of demons and spectres to use it on.
Overall: Pretty map. I was pretty bored while I played it, but it's difficult to explain why.
---

MAP48: Eviscerated (NAG)
98% Kills/25% Secrets


-Another really beautiful level here. You did a great job on the detailing.
-I like the fighting here a lot. The cyberdemons killed half the monster population!
-The switch hunt confused me a little bit. Having infinite height monsters off resulted in a minor sequence break. I got to the black switch without hitting the skull switch needed to release the hell knights.
-I passed through some bars to get a secret soul sphere. Is that intended?
Overall: That was pretty fun. How I opened the teleporter to the red key...I have no idea. The black switch probably did it.
---

MAP49: The Mine to Hell (InsanityBringer)
DNF.


-You need to give a super shotgun in the first cave area. I looked at where you put it in GZDoomBuilder and it's right beside the rocket launcher. One weapon should be fine for that area. The enemies in the section leading up to the blue key have too much health to not give the SSG there. I quit out of boredom.
-One of the sides of the stairs leading down into the pre-blue key area has a mismatched texture. One face is brown and the other is black metal.
---

MAP50: Sandcastley Sandcastling Sandcastles (PinchySkree)
100% Kills/0% Secrets

-I like the use of Ancient Aliens resources.
-The way you cover the map barriers with hills also echos skillsaw. I like it.
-The underwater trigger for the end of the level is ridiculous. So is putting a mancubus down there when you can't move fast enough to dodge his attacks underwater.
-I like the varied pacing here. The beginning is relaxed, but once you get inside the castle, it speeds up a lot.
-I barely had enough ammo to kill the spider demon. It was a little tedious, since I had to do most of my work with the SSG. I'd remove him. Leave the imps. Not every map needs to go out with a bang.
-At least you didn't use a cyberdemon.
Overall: Pretty good. You have this resource set to yourself for this wad. It really helps the map stand out, much like shadowhog's will later with its use of Quake resources. I've looked ahead. Sue me.
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InsanityBringer
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by InsanityBringer »

SoundofDoomDoors wrote:MAP49: The Mine to Hell (InsanityBringer)
DNF.


-You need to give a super shotgun in the first cave area. I looked at where you put it in GZDoomBuilder and it's right beside the rocket launcher. One weapon should be fine for that area. The enemies in the section leading up to the blue key have too much health to not give the SSG there. I quit out of boredom.
-One of the sides of the stairs leading down into the pre-blue key area has a mismatched texture. One face is brown and the other is black metal.
Thought the chaingun would do alright there which is why you get it right off the bat, but I guess not.

Here is an updated version of The Mine To Hell

-You get a SSG right as the first set of goats comes into play. Depending on how things play with this, maybe I'll upgrade one of the goats down there into a baron, but I'm not sure.
-Did some minor tweaks to the staircase to make it look slightly better.
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Deviluke Roy
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Deviluke Roy »

I lost motivation to do more map editing. All the changes are few and mostly cosmetic. Here's my map link.
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Beed28
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Beed28 »

Here's what I hopefully hope will be the last update to my map for now. It's just cosmetic stuff though, mainly involving the textured automap.

https://www.sendspace.com/file/yffa5d
mumblemumble
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by mumblemumble »

Ok, question term.... Can i release a standalone version of my map for HD? I understand its my map but, I dont want to be in bad taste or anything, but considering I made this primarily with HD in mind.... Well....

But I will differ to you for the call.
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Wivicer
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Wivicer »

Dude, it's your map. Do what you want with it.

Also, here's an update, featuring:
-More Decoration!
-Some More Health and Armor!
-A Bit of Height Variation in a Certain Formerly Flat Part!

Click here to win at life
Zerrer
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Joined: Wed Mar 02, 2016 5:45 pm

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

Post by Zerrer »

Yholl wrote:
Zerrer wrote:After a lot of helpful feedback from Yholl, I improved my Nanotool weapon. No longer do I have weird delays, no longer is the turret broken and self-combusting, and the railgun is no longer a very angry-sounding NES zapper.
AND THE RAILGUN IMPACT IS STILL SOOOOO SLOOOOOOOW

also your railgun has always sounded like a railgun, what in the world are you talking about? It hasn't changed at all. You've never had custom sounds.
I uh, thought that you meant that you didn't like the slightly-more-transparent aftershock, which I'd removed. You never mentioned it being slow. :P Or maybe it was just ME being slow.

As for the second bit, I just made it deal more damage. As opposed to a light gun, which does nothing.
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Yholl
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Yholl »

Zerrer wrote:I uh, thought that you meant that you didn't like the slightly-more-transparent aftershock, which I'd removed.
The aftershock was also slow. 6 tics per frame makes me cry, especially as it has the non-impact plasma ball sprites in it too.
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Thyrork
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Thyrork »

Mor'Ladim wrote:I used Thyrork's 12 step program to make some quick reviews
SoundofDoomDoors wrote:I'm getting there. Here are my notes on maps 46 - 50.
Its great to see reviews happening. My own plans got derailed slightly but I will be doing a full review when DUMP 3 is officially released. Pinkie swear.
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NeuralStunner
 
 
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by NeuralStunner »

SoundofDoomDoors wrote:I'm getting there. Here are my notes on maps 46 - 50.
Oh boy! Mine's Map60, make sure you use the up-to-date version (which also has not-broken sounds in it).
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SoundofDoomDoors
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by SoundofDoomDoors »

Only one today. SGDQ is chewing up my free time.

MAP51: UAC Starship Aurora (Nimja)
87% Kills/0% Secrets

-I like the slow pace of the initial area, as well as the importance of the chainsaw. When was the last time I actually had to use that old thing? Good job on that.
-Mazes (other than the first one see above). Normally I hate them in Doom. I generally didn't like the ones in this map either. I DO like Wolf3D a lot though. The reason I think Wolf3D works so well is how insanely fast paced it is. That's how I'd do a maze, if I ever felt like making one. Widen the corridors to emphasize mobility. Use hitscanners to emphasize reflexes. Maybe doing something like that could result in a fun maze. I don't know.
-The non maze rooms are gigantic and empty feeling. I'd downsize them until you're comfortable detailing such a large area.
-Why are there rad suits in front of the blue skull area? There are no hazards in that room.
Overall: Bit of a 90s throwback with the mazes. I wonder if it can be done better.
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Jimmy
 
 
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by Jimmy »

Mercury Rain -- v5.

Changes:
- For Terminus: Changed the flats RWATER1-4. Animation hasn't changed, just the flat graphics themselves.
- Some minor changes to architecture.
- Health should be better balanced.
- SSG now appears in a different location on all easy/medium/hard skills.

Still working on:
- Multiplayer placement.
- Maybe an exit room that's not just a box with an archvile in it?
ChrisR91
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by ChrisR91 »

All right after a few days of changing, adding, testing, more changing, and more testing. My DUMPmap is now for Terminus and anyone else to test. Special thanks to StrikerMan780 with some ACS, fixes, and testing As well as ShadHog for the true color Duke Nukem 3D textures.

So what's new?
2 additional secrets
A few new small areas to explore
Different music (Thanks again to 3DRealms)
An ending (Again thanks Striker for that)


Grab it here
everennui
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by everennui »

Okay... nearing completion. I decided to stick with vanilla textures and vanilla resources.

I would like to credit Scifista42, Gez, illuknisa, Dragonfly and countless other people who have helped me understand scripting a little bit better. ...of course iD and Raven.

I need to continue placing monsters. I've implimented difficulty levels up to a point... after you get the yellow key everything is UV. I'm working on that as we speak, but I wanted to show a few screenshots.
Spoiler:
Map is not titled yet. I don't have any music for it... I don't know what to pick. Can someone do this for me?

Download: (1.96MB)
http://www.mediafire.com/download/qpys3 ... idump3.wad
mumblemumble
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Re: DUMP Episode 3: BFG Edition [Deadline extended to 20th!]

Post by mumblemumble »

Alright, updated my map

https://www.mediafire.com/?eghr7iqlt4klhkl

-added shotgun and armor at very start just so people won't complain. In return, threw in a few extra imps just to make it still a challenge in the first chamber. You will still need to run around and dodge stuff on the tables, chairs, ect, but its very possible, even without jumping.
-adjusted crates to discourage massive sequence breaking
-few extra monsters on UV
-Added a visual cue for the bfg secret room. It only opens once, mind you, but the BFG can make the rest of the map go from really tough, to pretty easy.
-Shadows, other tweaks
-Added an archvile ambush type situation for a bit after the yellow key.

Ever your mp has the potential to be very good but it has a few problems. Texturing / decoration could be better, wood ceilings in a concrete area seem off, excessive use of startan in some areas is boring, and the evil tentacle hallway would look much better using a solid tan or red tentacle texture. In the same hallway, one door very obviously goes to nowhere as right beyond the blocked door is a room that DOESNT have a door to that hall. A few switches on the overhead bridge area are off, I would offset them using the keypad so they fit the box proper. The blue locked room to the telepad, no idea how to get into, since using the door does nothing. No idea how you expect me to get the red skull, its not really accessible. Infinite spawning cacodemons are absolutely not ok in my book, both spawning by the blown up bridge, and in the item summoning rooms. Speaking of the item summon rooms, they are all linked, so activating one activates them all. vent to RL could use a visual cue as to its entrance above the crates, and the vent itself has a random bit of wood texture. Small corner in the pool under the floor has missing water (under the overlooking room) Forklift could be slightly closer to the wall, imo. Ontop of all that, I dont see an exit of any sort, so the map just kinda...stops when you run out of stuff to kill. Theres also many random, nonsense shadows here and there. I would play through it with gzdoom builder open, and fix issues as you encounter them, this is what I do.

This all said, I DO like the map, and the style works very good for hideous destructor, which I greatly enjoy. Just fix them, and it will be a good map, at very least for HD.

One concern however, I don't think 3d floors work in software zandronum soooooooooo.....Theres a good chance this might not be accepted. EVEN SO, don't abandon it, polish it up, give it a little love, and push out another version. I like your style of mapping, it just needs improvement. Though, please also throw in a few armor vests, and maybe a bit more in terms of enemy variety. A hell knight, arachnotron, or revenant here or there would really spice up combat.

also this may be an appropriate track http://modarchive.org/index.php?request ... ery=131919 Listen to it, and try mapping, I find it easier to map with music, form the map the the musical style, if that makes sense.
Last edited by mumblemumble on Fri Jul 08, 2016 4:54 pm, edited 5 times in total.
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