DUMP Episode 1: Fuck Time Limits

Maps, modifications, add-ons, projects, and other releases for Zandronum. Also includes announcers.
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TerminusEst13
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Posts: 865
Joined: Tue Jun 05, 2012 11:06 pm

DUMP Episode 1: Fuck Time Limits

#1

Post by TerminusEst13 » Sat Feb 27, 2016 7:01 pm

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Mapping is hard.

A lot of us have been wanting to map for a while, but can't really get over that initial hump. There's only one way to improve, but oh man is it painful to just grind, grind, grind until you get a clue and figure out what to do. We get awesome ideas! Oh, man, this would be so cool! Then we jump in and...stare at the grid for hours.

For 2016, I really want to better my mapping abilities and put out some good stuff. Two friends, Mystical and Gardevoir, said that a good experiment might be to try speedmapping. Just get the shit out of the mind and into the editor, stream-of-consciousness work. 4-6 hours, Zandro compatibility, vanilla monsters/weapons.
Then a friend decided to jump on board. Then another friend. Then another friend. Then we had a whole bunch of people making maps, vet and newbie alike, all pushing against a 4-6 hour deadline to make some ZDoom maps to jump up and down on. Then we compiled them into a single pack and gave 'em one more run through for polish and decoration.

Obviously, we finished. We now present to you, a small hub leading to a handful of different maps. Beat each map to unlock the exit, and exit to win.
Gameplay mods should be supported. Pistol start is enforced, though, so something like DoomRLA or Hideous Destructor will likely piss you off. Monsters are vanilla, except for the secret/final map, which comes to a grand total of two new enemies.

The primary purpose of this project is to have a way for all of the newbies to try and push over that initial hump together, to MAKE something. It's a way for the vets to lead on some new mappers, welcome them into something they wouldn't normally try.
Please enjoy, a lot of people really fought tooth and nail in order to hurdle over the hump and make it in. Also please feel free to point out any issues, troubles, errors, imbalances, and etc about the maps. Don't feel the need to sugarcoat, give it to us straight--none of us are pro-tier mappers. We can't improve if we don't know what's wrong.

https://www.dropbox.com/s/4gkomcyrmz7k8 ... 1.pk3?dl=1 - Download here. (14.2 megabytes)[/size]
Spoiler: CREDITS (Open)
Titlepic by Sgt. Shivers
Title/victory music is from Super Power League 4
DRL333 for helping out with fixing switches in maps 6, 7, and 15.



MAP01: UAC Castle Outpost
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Mapper: Sgt. Shivers
Music: TMNT; Tournament Fighters (SNES) - Big Boss
Textures: TNT.wad (Skybox), Doom PSX (Bars)


MAP02: Imp Springs
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Mapper: SmashBroPlusB
Music: Stunt Racer FX - Night Owl
Textures: N/A


MAP03: Some Place in Hell I Dunno
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Mapper: Gardevoir
Music: Jazz Jackrabbit 2 - Jazz Be Damned
Textures: N/A


MAP04: Piledriver
---------------------------
Mapper: _sink
Music: Necros - Energia
Textures: N/A


MAP05: Doomguy Gets Violent Again
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Mapper: DRL 3.33
Music: Necros - d3
Textures: AD_79 (Violence textures), Mechadon (Skybox), DRL 3.33 (light fixtures)


MAP06: Bloody Castle
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Mapper: Mystical
Music: Unreal Tournament - Underworld II
Textures: Oblige (Skybox)


MAP07: I Forgot To Put Sugar In My Tea
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Mapper: LaggyBlazko
Music: TNT: Evilution - Let's Kill At Will
Textures: LaggyBlazko (Snow flats, snowman), Unreal (rocks, clouds), TNT: Evilution (Mountains)


MAP08: aaaaa
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Mapper: Kurashiki
Music: L'Arc-en-Ciel - Ibara no Namida
Textures: cc4-tex.wad (textures), Kurashiki (skybox)


MAP09: tooou
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Mapper: Toooooasty
Music: Necros - paskaa
Textures: Oblige (Skybox)


MAP10: Fluvial Terrace
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Mapper: Jimmy
Music: James Paddock - Tungsten
Textures: rf` (helltex), RottKing (coultex), Jonathan Rimmer (erattex), id Software (old/edited Doom textures)


MAP11: The Mothership
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Mapper: Sgt. Shivers
Music: Icarus: Alien Vangaurd - Hydroponics / UFO (TV) - Main Theme
Textures: N/A


MAP12: asses
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Mapper: Marrub
Music: Final Fight 3 - Pints and Punks
Textures: cc4-tex.wad (Textures)


MAP13: Ascent and Descent
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Mapper: TerminusEst13
Music: Necros - Martian Lovesong
Textures: plums (Skybox)


MAP14: Gatehouse
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Mapper: Nyss
Music: SlayeR - Into The...
Textures: N/A


MAP15: Infernal Bastion
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Mapper: LegoCS
Music: Tokuhiko Uwabo - Marionette's World
Textures: Gothic Texture Pack


SECRET: Doomguy Purposefully Wanders About the Omegamatic
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Mapper: Sgt. Shivers
Music: Commander Keen 5 - Be Sphereful with my Diamonds / Mars: The Bringer of War
Textures: Commander Keen


MAP16: Finishing Up
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Mapper: TerminusEst13
Music: Overcoat - Drifting / Unreal - WarLord
Textures: N/A
Sprites: Nazilla by luigi2600
The Ranger - New class for HeXen.
ZDoom Wars - I drew some pictures.
Samsara - Some class-based mod I guess?
Metroid: Dreadnought - I am a dumb fanboy.
DemonSteele - ~come with me to anime world~

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Tiger
Retired Staff / Community Team Member
Posts: 381
Joined: Thu May 31, 2012 6:21 am
Location: United States
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RE: DUMP Episode 1: Fuck Time Limits

#2

Post by Tiger » Sat Feb 27, 2016 8:00 pm

I love that video ;)

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Ænima
Addicted to Zandronum
Posts: 3578
Joined: Tue Jun 05, 2012 6:12 pm

RE: DUMP Episode 1: Fuck Time Limits

#3

Post by Ænima » Sat Feb 27, 2016 11:32 pm

It'd be cool if there was a way to collab with other people on a map at the same time, like Scribblar but with Doombuilder. No idea how that would work. Would make group projects feel much more immediate though.

Imagine how much could get done and how much you could learn from others.
Reinforcements: midgame Survival joining/respawning
Doom64: Unabsolved: Doom64 + Diablo II
ZandroSkins: a pack made by our community
AeniPuffs: 3D blood and bullet puff effects, free to use for your own mods
Squad Radio: a WASD-based radio chat menu, add your own custom sounds!
Mercenaries (on hold)
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agaures
Forum Regular
Posts: 591
Joined: Mon Dec 10, 2012 6:34 am
Location: New Zealand

RE: DUMP Episode 1: Fuck Time Limits

#4

Post by agaures » Sun Feb 28, 2016 2:02 am

Ænima wrote: It'd be cool if there was a way to collab with other people on a map at the same time, like Scribblar but with Doombuilder. No idea how that would work. Would make group projects feel much more immediate though.

Imagine how much could get done and how much you could learn from others.
I have been wanting exactly this since forever.
<agaures> I'm guessing you haven't played many doom mods before huh? :p
<Zuplin> i have played master of puppets zombies doom center and a couple more
<agaures> so not many
<Zuplin> i thought that was everything

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