DUMP Episode 2: Dump Harder [RELEASED]

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Deviluke Roy
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Deviluke Roy »

*Copy pasted from the "what did you do last* thread*

I played a but of the DUMP test builds with Doom RL Arsenal. Both, because I played the first one when I meant to play the 2nd one. Oh well.(the comments are on the new test build)

There's a weird pistol in Kurakashi's (I hope I spelled that right) map, right at the start. It doesn't let me use any of my other weapons.

There's also a weird door in my map where it's open, but it doesn't look like that. Doesn't matter, it's the secret exit anyway. Also, the map pick has nazi's in grey suits.

I also noticed that you have to play less maps on lower difficulties. Nice touch.
Jukem
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Jukem »

SoundofDoomDoors wrote:Term, can you post a change log so I can see which maps have changed since the first release? I've played some updates but not others, so I'd like to just give them all a run through. I need to know which ones got changed first, though.
Map18 was updated at least, so why not start with that :wink:

Speaking of which, here's the (hopefully) final version of it (Map18). Mostly ACS changes to make sure stuff won't break even if you throw it off a cliff please don't throw it off a cliff
https://www.dropbox.com/s/zj0bcppsi1vnj ... 8.wad?dl=0

Also Term, you might want to add the SkyStretch flag to it's mapinfo definition, so that one of the skies doesn't tile vertically when looking up in software
Action Max
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Action Max »

I can't screenshot it right now but there's a small HOM the start of the final map.
Spoiler:
Also one map has HOM everywhere in the opening area. Can't remember which map - not helpful I know.

I'm playing in software rendering, no freelook.
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Laggy
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Laggy »

I don't know about you people but the lift sound sequence annoys me a little so I made a patch to make it sound right.
https://www.dropbox.com/s/mx7odyfa404m1 ... h.pk3?dl=0
ijon
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by ijon »

a DM pack sounds fun, because man playing through all the maps in this thing burned me out
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Mor'Ladim
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Mor'Ladim »

I finally got to test my own map properly and saw that one would still totally run out of ammo in some areas (If no secrets happen to be found). I made some more adjustments to health and ammo. Here is the update:
Black Metal Fortress Final(?) Update

To TerminusEst13:
-The music track 'METROP' has changed, but the test build uses the older track.
-The sky is different than the one used in my version, but that is minor and doesn't have to be changed.
-'pickup/armorshard AMRSHRD' is not defined in SNDINFO and the sound file does not exist, therefore, the Armor Shard pickup will not play its sound.
-The textures, 'MGRATEW' and 'MROKBAR2' are not used and can safely be removed.
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Vbob
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Vbob »

I didn't realize I forgot to give a quote for my map, heh. I chuckled at what the quote ended up being for this build so I guess it could just be left as is.
I also saw some misalignments in the test build version of the map, so I'll be fixing those pronto
Action Max
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Action Max »

On closer inspection the HOM is the whole area behind the fence in the opening area of the final map.
Spoiler:
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Jukem
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Jukem »

Jukem wrote:...here's the (hopefully) final version...
I lied. Here is the final version. Maybe.
https://www.dropbox.com/s/b7523lomdfduv ... o.wad?dl=0

Goddamn last minute changes *irritated grumbling*

EDIT: Why does it say it was updated 20 mins ago? I just saved it a few moments before posting

EDIT2: Changed the link to a copy of the same file to make sure it's the most recent one
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The Purple Marine
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by The Purple Marine »

:shock:



...
I think I am going to go change the end of the map now.

EDIT:Okay, I read the OP again, it was purposely changed, but I'm okay with it. :)
Was the music change intentional, or just because another map uses a different music file with the name D_ROMERO?
I'm not sure if I like it or not...
"It may be a week late but that's okay, right?"
-The Purple Marine
:lol:

ANOTHER EDIT:I am probably going to get it done tommorrow morning. :roll:
An EDIT to that EDIT:Okay it won't get done this morning, but it is actually close to being done now. Of course now I have to goto school, and I can't work on it then, Argh... Expect it to be done by 5 p:m: Eastern Time
FINAL EDIT:So you know when I said that I was clsoe to being done when I actually had a lot more to do? Well now I'm saying I'm close to being done, and am being fully honest. I have a maximum of like 50 linedefs left. See you in an hour or two!
Last edited by The Purple Marine on Fri Apr 08, 2016 2:35 pm, edited 5 times in total.
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Deviluke Roy
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Deviluke Roy »

HOLY SHIT I ALMOST FORGOT

This bug was in DUMP episode 1 as well. Basicly, when I play with Shihong, when I go into a map, my guns suddenly don't work.

EDIT:

They don't work for Hae-Lin as well

EDIT 2:

I forgot to mention that they're from Demonsteele. Eh. Doesn't matter.
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The Purple Marine
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by The Purple Marine »

Ugh, something's come up again, I'm not gonna get this done till tommorrow.





























https://drive.google.com/file/d/0B0cmUB ... sp=sharing :wink:

But seriously, I finally got the damn thing done.
I made some small changes throught the entire map, and completely redid the Arachnotron area and end area. The bossfight is now a spidermastermind, but you can hide in one of the towers and defeat it easily.
Note:I made a texture change in the area with the floating blocks, so you may want to retake the picture.
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Abba Zabba
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Abba Zabba »

Deviluke Roy wrote:HOLY SHIT I ALMOST FORGOT

This bug was in DUMP episode 1 as well. Basicly, when I play with Shihong, when I go into a map, my guns suddenly don't work.

EDIT:

They don't work for Hae-Lin as well

EDIT 2:

I forgot to mention that they're from Demonsteele. Eh. Doesn't matter.
I've noticed some weirdness with DUMP 1 in mods, in particular MSX (where I made all starting player magazine counts 0 but each map's inventory reset sets it to 1 for everything for an unknown reason) and SUAB, (where the Beretta and VP70 remained after an inventory wipe).
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Henix_Aurorus
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Henix_Aurorus »

I just had an epiphany. I might know why mods are bugging out. I don't know how the ResetInventory MAPINFO property work, exactly, but if I had to guess, it's clearing items it shouldn't be clearing and is thus breaking mods that use token-type items.

tl;dr we might need a PistolStart MAPINFO property that treats it like an entirely new game (essentially just clear everything and create a new instance of the relevant PlayerPawn) in order for mod compatibility to actually work.
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Eevee
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Re: DUMP Episode 2: Dump Harder [Community Mappack Recruitme

Post by Eevee »

I dunno, ResetInventory is implemented basically like that already:

Code: Select all

p->mo->ClearInventory();
p->mo->GiveDefaultInventory();
If a progression token shouldn't be lost to ResetInventory, it should have INVENTORY.UNDROPPABLE.

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