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

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NeuralStunner
 
 
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by NeuralStunner »

Hey hi howdy Yholl, I guess you missed the update to the zappy thing. (That post lists the changes in broader terms than you need perhaps, I'll diff the files if you want me to, as long as it gets done man.)

Also, yes I did mean for it to be in slot 2 (as it fires like a pistol), the "For testing only?" is WRT using Weapon.SlotNumber rather than other files. (I wasn't sure which method you'd use at the time.) I do realize now that I forgot to give it a lower slot priority than the pistol, which is a bad.

Also yes being able to stun allies is super-intentional and balance-friendly. With great power comes great not-being-a-jerkass.


Some thoughts on a few weapons, going by the CREDITS.txt order:
  • Shining Heart Hammer: YES. Kirby's Dream Land 3 flashbacks. "Eat love and compassion, bitch!"
  • Holy Water Pistol: :twisted:
  • Wingman: Not 100% on the fire sound, but damn if the altfire isn't cool.
  • Kurdd S30: Best altfire in the pack.
  • Flechette Cannon: This is the weapon concept I almost submitted. Works a bit differently from UT2004's, but yes I like it. Only thing is the projectile hits are a bit weird to see.
  • Dual WSTEM5s: I love being able to keep constant fire. The sounds aren't quite doing it for me, though.
  • Srs Chaingun: Uh oh, this doesn't have an altfire at all...
  • Varia Launcher: A neat idea, though the rojectiles seem too slow. The high-res icons also look really out-of-place, as does the muzzleflash with anything not fire.
  • Tankfist: Looks and feels good. The altfire is super-useful.
  • Fusion Gun: Holy crap those hit sprites are amazing! I can forgive this one being a bit OP.
  • Nanotool: I like the turrets, they're great.
  • Gibmaker: The primary fire doesn't seem to do as much damage as is warranted by so much noise, screen-shake, and sight obscuring...
  • Srs Bomb: What.
  • Revenant Box: Whaaaaaaaat.
  • MultiHex Device: That is seriously cool.
  • Laundry-Fu: That washed-out, low-contrast boot makes my soul hurt. (I think this needs an idle HUD sprite, too.)
Also: The Dual Cannons are not listed in the credits. OOPS. (Maybe Yholl should be on the naughtylist. And me too for being a smartass, IDC.)
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charcola
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by charcola »

Okay, another update to my map. HOPEFULLY IT'S THE LAST ONE! Some tuning to aesthetics and a new bunker for the cyberdemon. And a new secret.

http://www.mediafire.com/download/5c7sa ... apv3_2.zip
mumblemumble
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by mumblemumble »

Wow, nice to see the test builds!

By the way term, my map is currently out dated, and I never intended to change the music. The music you changed it to was what I suggested for everennui, Sorry If I was unclear about this. I will also get a few more changes to you soon.

Neat weapons, Ill give each some play time for thoughts.

One thing right off the bat, lets go easy on some of the effects, some stuff like the SRS grenade, and chronoton rifle give AWFUL performance on my computer (intel celeron processor n2840, 4 gigs of ram) When its really not necessary. The chronoton rifle in particular lags particularly upclose, far away is fine, but if I'm standing in it, I can get under 1 fps till the flare goes away. Please keep this in mind, not everyone has a decent rig.
FaggoStorm
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by FaggoStorm »

For some weird reason, most weapons don't damage players in Deathmatch.

YAY ;-;

I will have to stick to singleplayer, I guess.
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comet1337
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by comet1337 »

best gun by far is the one that's not a gun and goes HEH-HHEEH
sorry kegan, your's comes second tho
ijon
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by ijon »

NeuralStunner wrote:
  • Srs Chaingun: Uh oh, this doesn't have an altfire at all...
  • Srs Bomb: What.
well I didn't think the srs chaingun was actually going to make it in for that reason, but now I guess I gotta make an alt-fire for it

and the srs bomb is the best weapon, just ask one of the like two hundred doomguys that spew out
mumblemumble wrote:One thing right off the bat, lets go easy on some of the effects, some stuff like the SRS grenade, and chronoton rifle give AWFUL performance on my computer (intel celeron processor n2840, 4 gigs of ram) When its really not necessary. The chronoton rifle in particular lags particularly upclose, far away is fine, but if I'm standing in it, I can get under 1 fps till the flare goes away. Please keep this in mind, not everyone has a decent rig.
sounds like additive rendering is doing it; I can just switch to +DEHEXPLOSION for mine
comet1338 wrote:best gun by far is the one that's not a gun and goes HEH-HHEEH
sorry kegan, your's comes second tho
hey kegan :^)
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simpletonnn
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by simpletonnn »

i've noticed that my Mancubus Launcher wasn't included, but honestly-
Image
-i think i'm okay with that, considering my weapons were already not too great.
i don't think it would be necessary to spend a week trying to make my weapons look better
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Yholl
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by Yholl »

NeuralStunner wrote:Also, yes I did mean for it to be in slot 2 (as it fires like a pistol), the "For testing only?" is WRT using Weapon.SlotNumber rather than other files. (I wasn't sure which method you'd use at the time.) I do realize now that I forgot to give it a lower slot priority than the pistol, which is a bad.
TerminusEst13 wrote:- The only "off-limit" weapon tiers are the fist-tier and pistol-tier, which will have default replacements.
BAD NEURALSTUNNER
BAD


Also yeah, now that I look at it, I remember seeing that post about the weapon update, but it looks like that was when I wasn't actually doing anything, and Term missed it too, sorry about that.
I'll have it updated and glorious for the next test build.
InsanityBringer wrote:The flechette cannon on the SSG slot is amazing, but it doesn't call A_Light0 at any point, so firing it increases the brightness of the world until you fire another gun that does call A_Light0
Gah.
I fixed like, four guns that did this sort of shit just before test release, apparently there were more. My bad.
InsanityBringer wrote:Found an oddity with further playthrough of the weapons pack: The BFG tier plasma tracker weapon is not selectable.

From the looks of things, it isn't listed in the keyconf lump (also I suddenly feel less weird for continuing to use keyconf heh)
Goddamn, I must've derped out hard while doing that stuff, many apologies. That gun is really cool too, it's a shame it's hard to use right now. Again, sorry for that mistake.
NeuralStunner wrote:Dual WSTEM5s: I love being able to keep constant fire. The sounds aren't quite doing it for me, though.
fite me 1v1 talkin shit bout the wastem oill fookin rek u m8 sware on me mum
Spoiler:
simpletonnn wrote:i've noticed that my Mancubus Launcher wasn't included, but honestly i think i'm okay with that, considering my weapons were already not too great.
You should have spent the time polishing your other weapons, honestly. Pumping out weapons for the sake of quantity over quality is never a good idea.
simpletonnn wrote:i don't think it would be necessary to spend a week trying to make my weapons look better
You sure you don't want to try and make them better? Perfect time to learn polishing of weapons.
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Beed28
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by Beed28 »

Loving the weapons so far! I just have three minor gripes so far:

-Each time I fire the default pistol, my view gets shifted up a tiny bit; a bit annoying if you're a keyboard player (like I am on my little tablet here).
-The Iron Annihilator's annihilator mode (which shoots rockets) doesn't respect infinite ammo (either through the powerup or sv_infiniteammo).
-None of the weapon pickups respect sv_unlimited_pickup for when giving more ammo (although I doubt you'll fix that).
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Yholl
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by Yholl »

Beed28 wrote:Each time I fire the default pistol, my view gets shifted up a tiny bit; a bit annoying if you're a keyboard player (like I am on my little tablet here).
I'll change it to work like my guns for consistency.
Beed28 wrote:The Iron Annihilator's annihilator mode (which shoots rockets) doesn't respect infinite ammo (either through the powerup or sv_infiniteammo).
Damn it, I thought I'd caught all the infinite ammo ignoring stuff. Thanks!
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Beed28
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by Beed28 »

Yholl wrote:Damn it, I thought I'd caught all the infinite ammo ignoring stuff. Thanks!
Just found another weapon that doesn't respect infinite ammo; the Wingman's alt-fire (the one where Doomguy crushes the shells and turns them into the spike thingies that he throws).

EDIT: Found yet another weapon that doesn't respect infinite ammo; the Magic Nagant. I'm good at this, aren't I?
floatRand
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by floatRand »

Players don't seem to spawn with fists, just throwing it out incase it slipped from you. They are sorta required for some ammo-management / Tysoning - or are they gonna get replaced with something? Nevermind, just found about the knife.

But anyway, loving lot of the weapons. Gonna play it some more today, even outside of Dump 3 maps.
Last edited by floatRand on Mon Jul 11, 2016 12:05 pm, edited 1 time in total.
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Shadow Hog
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by Shadow Hog »

floatRand wrote:Players don't seem to spawn with fists, just throwing it out incase it slipped from you. They are sorta required for some ammo-management / Tysoning - or are they gonna get replaced with something?
On the flipside, the new pistol has infinite ammo apparently?
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NeuralStunner
 
 
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by NeuralStunner »

Yholl wrote:
TerminusEst13 wrote:- The only "off-limit" weapon tiers are the fist-tier and pistol-tier, which will have default replacements.
BAD NEURALSTUNNER
BAD
Oh, no. It's still chainsaw tier. (Infinite ammo, right?) I just thought slot 2 made more sense for actually finding it. (Since it is, technically, a pistol.)
idk man i'm just glad the thing works and you guys like it
Beed28 wrote:EDIT: Found yet another weapon that doesn't respect infinite ammo;
The Strife mini-missile launcher doesn't for its altfire, either.
ijon wrote:well I didn't think the srs chaingun was actually going to make it in for that reason, but now I guess I gotta make an alt-fire for it
Woah, is this the "it was just a joke" excuse? Come on, man, you're actually being insensitive to other people's feelings. :v

(Also that was an impressed "what." While the version for the throwable revenant is somewhere between impressed and "that is just messed up." Good job, Kegan.)

Edit: Oh, a few console warnings. (Why are they not in yellow text, I wonder?)
Cannot combine warping with brightmap on texture 'QLAVA1'
Cannot combine warping with brightmap on texture 'QLAVA2'

Splash SlimeSplash is not defined yet (in terrain QuakeSlime)
Splash LavaSplash is not defined yet (in terrain QuakeLava)
ijon
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by ijon »

NeuralStunner wrote:
ijon wrote:well I didn't think the srs chaingun was actually going to make it in for that reason, but now I guess I gotta make an alt-fire for it
Woah, is this the "it was just a joke" excuse? Come on, man, you're actually being insensitive to other people's feelings.
... what?

how the fuck could you possibly interpret "I didn't even believe it'd make it in" as that?

jesus christ I even said I'd add an alt-fire, since I didn't think it'd make it in but it's in
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