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

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Beed28
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by Beed28 »

Found a rather big issue with the weapons pack; the "synth" system doesn't play nice with sv_unlimited_pickup enabled. If you hold down either fire button for a while, and then switch to a akimbo weapon, you'll automatically keep firing that weapon for a long while until either your synth flags or your ammo completely deplete.
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charcola
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by charcola »

Laser Pineapple wrote:I decided to update my gun (Dual Cannon), this is the list of changes I have made:

-Changed the sounds, hopefully theyre better now
-Main fire almost completely changed, the cannon ball it fires now isnt affected by gravity and explodes on impact, but the explosion is not as damaging and not as big.
-Alt fire has also changed, just a bit, speed of the cannonball increased and now it takes 17 ticks to detonate (almost half a second)

Link: https://www.dropbox.com/s/amgi5ru879nrv ... 3.wad?dl=0
Oh, I think I was complaining about the animations and damge of this weapon while in the multiplayer server earllier, but I was thinking of the Dual Shotguns, not the Dual Cannons. The Dual Cannon animations are actually pretty nice, though the complaint I had about the damage did happen to apply for the Cannon primary fire. The tweaks you listed probably will help a lot, will have to test them again later.
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CharlieTheGnarly
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by CharlieTheGnarly »

Hey guys, I'm gonna be playing through the maps, 10 at a time, and giving my live feedback and recording it all. I just got through maps 1-10, and here they are! I am sticking to the stipulation of either beating the map or dying (unless it's a BS death as seen near the end of the video), but don't worry too much, I'm mediocre at Doom and a bit rusty. Regardless, enjoy the show!

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

Post by General Tacticus »

So, having tested the entries, I noticed a slight discrepancy with mine. It appears as though the damage was increased and it was moved to another slot, along with the loss of the resizing that I added to correct for doom's *ahem* peculiar pixel ratio (it was in the texture definitions). Did I do a dumb and miss a guideline?
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Mor'Ladim
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by Mor'Ladim »

UH...The Plasma Tracker in the test build is the inferior, alt-fireless version with lower quality sounds and less smooth animations! Use this one instead, you DINGUS! (v2 because I made some small changes)

https://www.dropbox.com/s/4r8srcczrljij ... 2.wad?dl=0

Odd how no one pointed out that it had no alt-fire. I also changed the sound definitions because THEY WERE SO BAD, APPARENTLY. All the actors/new actor's names were modified to match what is in the current test build, so the changes will be much easier to implement. Oh, and the homing is much more aggressive. Have fun!

I will edit my other two weapons to improve the sound definitions and make some small adjustments later today.
Spoiler:
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NeuralStunner
 
 
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by NeuralStunner »

Mor'Ladim wrote:STILL GOING TO USE MY WAY OF SOUND DEFINITIONS FOR PERSONAL PROJECTS!
Internal name == lump name is pretty obnoxious and error-prone.

My long filenames however are majestic and 99% interfere-with-other-files-proof. (This is why the files all start with _, because who's going to do that where characters are precious?) 8.3 is bogus. I only used 8.3 texture names for my map because I don't know if Zan3 supports them. HULK SMASH CREATIVE DIFFERENCES idk dood as long as it works whatevs


Also, as threatened, the map notes are a thing. (Yes, I've only formally gotten up to MAP04 as of this post, and yes I skipped 03 for now, because I wasn't feeling it at the time and would rather do a better test.)
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Mor'Ladim
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by Mor'Ladim »

I probably wasn't clear, but by personal projects, I meant private ones. As in, projects that won't be released to the public! But I can see why defining sounds the way I do would be a problem in the long run. I'll be sure to change that for public files in the future. As for using an underscore, I like to do that for sprite names myself.

I have also been slacking on the map 'reviews' and should get to work again! The link again is: https://docs.google.com/document/d/1zZq ... sp=sharing

Last map was 34. I'm getting there! It's just that I usually stop when I get to a map that looks like it would be long, as I am not too big of a fan of those huge levels. I probably shouldn't do that though, because I usually base the level size on the monster count, and I've been wrong about that quite a number of times for these maps!
ijon
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by ijon »

and here i just name my sprites "BUTTA0", "AYLMA0", and other dumb stuff like that
i mean it certainly fits the shit i make
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TerminusEst13
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by TerminusEst13 »

NeuralStunner wrote:My long filenames however are majestic and 99% interfere-with-other-files-proof.
They are also an extreme pain in the ass to compile for community projects, as the directories you use never match up with what is compiled.

I'll take the short filenames anyday. :D
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NeuralStunner
 
 
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by NeuralStunner »

TerminusEst13 wrote:They are also an extreme pain in the ass to compile for community projects, as the directories you use never match up with what is compiled.
They do if you leave the directory structure intact, which is kind of the point of having a directory structure in the first place. :P
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Beed28
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by Beed28 »

I'm not entirely sure if I'm correct on this, but... the weapon based on the Strife rocket launcher does not seem to autoaim. It's the only weapon in the pack to do this.
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TerminusEst13
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by TerminusEst13 »

NeuralStunner wrote:They do if you leave the directory structure intact, which is kind of the point of having a directory structure in the first place. :P
The problem with that is that using someone else's directory structure nullifies the established directory structure.

Compiling DUMP 3's resources isn't a matter of slapping everyone's textures/sounds/sprites in a single folder, every map has its own folder of resources. So someone with directory structures needs to have every single resource calling it edited to use the new resource directory, which makes things a lot more difficult to compile and guarantees missing things at least once.
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Yholl
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by Yholl »

Had a big blackout earlier, only just got power back, sorry for not being around to respond and all that.
General Tacticus wrote:So, having tested the entries, I noticed a slight discrepancy with mine. It appears as though the damage was increased and it was moved to another slot, along with the loss of the resizing that I added to correct for doom's *ahem* peculiar pixel ratio (it was in the texture definitions). Did I do a dumb and miss a guideline?
No no. The resizing should still be there, I just replicated it with scaling, rather than using TEXTURES to do it.
I decided to move the gun from Slot 3 to Slot 6 due to the ammo issues the gun has. If you picked it up, all shotgun ammo that you'd normally have available is useless to it, it really felt quite awkward. I bumped up the damage and consumption to compensate for the high tier.

If you've got any preferences about it, please let me know. I honestly didn't want to move it, but it just caused too many issues having a cell ammo weapon where shell ammo weapons spawn.
Mor'Ladim wrote:UH...The Plasma Tracker in the test build is the inferior, alt-fireless version with lower quality sounds and less smooth animations! Use this one instead, you DINGUS!
Ah, yeah, it seems like we missed a few updates on people's guns, sorry.
Mor'Ladim wrote:Odd how no one pointed out that it had no alt-fire.
Yeah I uh

I kinda messed up bigtime
I never added it to the KEYCONF, you couldn't select it.
Yeaaaaah.
Super cool gun though.
Mor'Ladim wrote:I probably wasn't clear, but by personal projects, I meant private ones.
Mor'Ladim wrote:I LOVE USING RANDOM STRINGS OF LETTERS IT'S SO EASY TO WORK WITH Y'ALL ARE JELLY.
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Mor'Ladim
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by Mor'Ladim »

Yholl wrote:
Mor'Ladim wrote:I LOVE USING RANDOM STRINGS OF LETTERS IT'S SO EASY TO WORK WITH Y'ALL ARE JELLY.
Come on! It's easy to tell that 'SSEEKSHK' is supposed to be 'Swarm Seek Shockwave'!! But not really. I'll have to remember to use better sound definitions for my Heretic project, or I will get yelled at again.

Anyway, I finished the minor changes to the other weapons.

-IRON ANNIHILATOR-
Link: https://www.dropbox.com/s/gmda2gkj11k83 ... 2.wad?dl=0
Changes:
-Edited the hand sprites for some winding frames slightly to remove some resizing artifacts around the edges.
-Bumped up primary fire damage by 1.
-Slightly increased explosion damage of the Pest Missiles.
-Fixed sound definitions.
Spoiler:
-PLASMA BUSTERS-
Link: https://www.dropbox.com/s/wftlpntkncp5v ... 2.wad?dl=0
Changes:
-Slightly increased explosion damage of the alt-fire.
-Fixed sound definitions.
(This weapon update (prior to these changes) was also missing from the test build, but it just added more effects to the projectiles.

Also, I forgot to edit the DUMP3PlasmaTracker : Weapon back to DUMP3PlasmaTracker : DUMP3Weapon in the Plasma Tracker file.
Last edited by Mor'Ladim on Tue Jul 12, 2016 5:29 pm, edited 1 time in total.
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TerminusEst13
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]

Post by TerminusEst13 »

Mor'Ladim wrote:In loving memory:
2016-2016 too good for this pure earth ;_;7
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