It will, but I still like seeing other people's opinions on the matter, especially in something as community-oriented as this. To be frank, I don't have all the answers.leodoom85 wrote:I guess that the decisión will fall on Term when the time comes if DUMP 4 follows the same direction or not.
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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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]
If there is going to be the final boss, I just hope he isn't going to be as huge a pain in the ass as the final boss in the first DUMP. The final boss of the second was more fun, though.
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]
Still needing some appropriate hand sprites for commanding the Lost Soul. I've looked at the Doomguy hands resource sheets but I just come to a blank.
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]
Yeah, but the ideas that we are giving, eventually you'll have all the answers or a part of it.TerminusEst13 wrote:It will, but I still like seeing other people's opinions on the matter, especially in something as community-oriented as this. To be frank, I don't have all the answers.leodoom85 wrote:I guess that the decisión will fall on Term when the time comes if DUMP 4 follows the same direction or not.
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]
Hey Terminus, can we use custom sounds and if so, should we put it in the sounds/ directory or root of our map WAD?
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]
Perhaps to weed out things, we can have an internal "vote off the island" process, where maps which are not approved (not necessarily meaning we MUST reject some maps) are not included unless improved, and meeting approval. For instance, a vote, and 50% approval rating or more on each map minimum to keep it in.
BTW, id like to change my quote : "If I spent half the effort trying to make this map halfway decent making another map, I'd have 2 mediocre maps. I'd rather have one "sorta good" map... this is "sorta good", right?... ...right?"
also just a reminder term, please trash "stop your sins".
BTW, id like to change my quote : "If I spent half the effort trying to make this map halfway decent making another map, I'd have 2 mediocre maps. I'd rather have one "sorta good" map... this is "sorta good", right?... ...right?"
also just a reminder term, please trash "stop your sins".
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]
I believe the bulk of the problem with most of the ideas posted is that the project managers will still be required to test the content and manage the resources used along the way. With so many maps coming in, it is definitely a huge undertaking. I myself have yet to finish those reviews because the number of maps in the pack is just so overwhelming (not to mention some can be really long and eat up a lot of time). The only possible solution I can think of at the moment is to have more project managers, and have each cover a portion of the maps, instead of one person doing most, if not all of them. Then again, I am not sure how things are handled internally, so I cannot be sure if this is already the way things are done.
The limit on the number of maximum maps seems to be an idea that could work as well, but it would definitely have to be something reasonable, and not 100 maps or so. Perhaps 50? Or even being more strict on the deadline, but I can foresee that not being too favorable in the long run.
Anyway, I may as well use this as an excuse to submit my updated Tyrant Shotgun. This should be the last update for it, as it seems complete now:
Link: https://www.dropbox.com/s/vr22dhrgoghim ... G.wad?dl=0
Changelog:
-Improved melee range but slightly reduced its damage.
-Now fires a single shot with the press of a button. Holding fire will cause it to initiate the original two-round burst of the weapon. Shotgun will always pump in either case.
-Alt-fire will no longer activate enemies, unless the combo is initiated.
Still working on the chainsaw tier weapon, but really only the graphics, as the actual mechanics shouldn't take too long to do. I am trying to make the HUD sprites look more believable and fit Doom a little more than what I previously had. Have a look:
The limit on the number of maximum maps seems to be an idea that could work as well, but it would definitely have to be something reasonable, and not 100 maps or so. Perhaps 50? Or even being more strict on the deadline, but I can foresee that not being too favorable in the long run.
Anyway, I may as well use this as an excuse to submit my updated Tyrant Shotgun. This should be the last update for it, as it seems complete now:
Link: https://www.dropbox.com/s/vr22dhrgoghim ... G.wad?dl=0
Changelog:
-Improved melee range but slightly reduced its damage.
-Now fires a single shot with the press of a button. Holding fire will cause it to initiate the original two-round burst of the weapon. Shotgun will always pump in either case.
-Alt-fire will no longer activate enemies, unless the combo is initiated.
Still working on the chainsaw tier weapon, but really only the graphics, as the actual mechanics shouldn't take too long to do. I am trying to make the HUD sprites look more believable and fit Doom a little more than what I previously had. Have a look:
Spoiler:The graphic is nearly finished, and the other frames should be fairly quick to complete. I just need to edit a few parts of the glove, and redo the blades, as they are a remnant of the personal weapon this glove was previously. This may also be the final weapon I will submit, as I don't want to feel like I am holding things up with the new test builds, even though I am sure I am not.
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]
WEAPON: (Submission 2)
• Download link: https://www.dropbox.com/s/zucshixz0a5a3 ... 2.pk3?dl=0
• Name: Maestro Explosive Shotgun (Actor: MaestroShotgun)
• Credits:

A shotgun that delivers explosive pellets. The pellets will not immediately explode, however. Instead, a shower of sparks is emitted and sustained until the next pump of the Maestro, at which time multiple explosions erupt around the point of impact.
By default, the primary trigger will alternate between firing and pumping, allowing the player to decide when the pellets detonate. Altfire loads in additional shells for a maximum of 7, and will also detonate fired pellets. If more than one shell is loaded, the primary trigger will not pump until all of them have been fired. This can be used to create some very explodey situations.
Each explosive shell costs 2 shell ammo. For convenience, shell ammo is not spent until fired. You can only load explosive shells if you have enough ammo for them, otherwise the gun simply pumps.
• Download link: https://www.dropbox.com/s/zucshixz0a5a3 ... 2.pk3?dl=0
• Name: Maestro Explosive Shotgun (Actor: MaestroShotgun)
• Credits:
Spoiler:• Tier: Super Shotgun

A shotgun that delivers explosive pellets. The pellets will not immediately explode, however. Instead, a shower of sparks is emitted and sustained until the next pump of the Maestro, at which time multiple explosions erupt around the point of impact.
By default, the primary trigger will alternate between firing and pumping, allowing the player to decide when the pellets detonate. Altfire loads in additional shells for a maximum of 7, and will also detonate fired pellets. If more than one shell is loaded, the primary trigger will not pump until all of them have been fired. This can be used to create some very explodey situations.
Each explosive shell costs 2 shell ammo. For convenience, shell ammo is not spent until fired. You can only load explosive shells if you have enough ammo for them, otherwise the gun simply pumps.
Spoiler: Changelog
Last edited by President People on Thu Jul 28, 2016 5:06 am, edited 1 time in total.
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]
finally fixed up those FUCKING animations.
and i still need to fix the flash and such
Spoiler: huge afi might do a little more to it
and i still need to fix the flash and such
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]
You might also consider using Offset animations for the initial blast, especially on the alternate fire, as having the gun not move at all when fired makes it feel a little weak.
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]
oh yeah, i already had that in mind when doing this.wildweasel wrote:You might also consider using Offset animations for the initial blast, especially on the alternate fire, as having the gun not move at all when fired makes it feel a little weak.
(funnily enough you said this just when i was doing that)
:EDITIDE:
Updated version of my weapon:
WEAPON:
- Download link: DownloadaolnwoD (hosted on mega so the link MOST LIKELY wont go down randomly
- Name: Double Shotgun
- Credits: nitro_carwash for the altfire sound (composed of TF2 and Counter-Strike sounds), Gamebanana user Magmacow for the new pumping/firing sounds
- Tier: Super Shotgun
Spoiler: original credits

Edit to the Future Part II
OH SHIT I LINKED AN OLD VERSION BY ACCIDENT
(fixed)
Last edited by simpletonnn on Wed Jul 27, 2016 9:41 pm, edited 3 times in total.
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]
Showcase of updated additions and detailing. Download within the week probably
Warning: Image inside is tall, be prepared to scroll
Warning: Image inside is tall, be prepared to scroll

Spoiler:
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]
Already a quick update to the Maestro, original post updated.
Spoiler: ChangelogSuper-important stuff, obviously!
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]
I'm heading on a trip from July 30th to August 13th, so I won't be able to work on my weapons during that time. Before I head out, I'm going to try and fix up the Slug Thrower since it's received the most criticism. I want to swap out the current alt fire for a toggle, but at the very least, I should have enough time to replace the firing sounds with something beefier.
If any other changes are necessary while I'm gone, I put my full faith in the DUMP crew to unfuck my weapons. :V
If any other changes are necessary while I'm gone, I put my full faith in the DUMP crew to unfuck my weapons. :V
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Re: DUMP Episode 3: BFG Edition [Test builds pg. 55/56]
Idea for Dump 4:
Give everyone a specified map number and make everyone submit their map in a certain way. For example everyone puts their map in a pk3 with all their maps in the maps folder, their textures in textures<MapNumber>, ect.
Just an idea though.
Give everyone a specified map number and make everyone submit their map in a certain way. For example everyone puts their map in a pk3 with all their maps in the maps folder, their textures in textures<MapNumber>, ect.
Just an idea though.