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About StormCatcher.77

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  1. StormCatcher.77

    Doom Members' Website Links

    You have a great cozy site! :3 Looked with interest. I have not created so much to make my own website, but I have an idea to make a Discord server in the form of a gallery of all my maps. I think this will be another factor for the motivation not to leave the mapping. Perhaps I will finish it this year and publish here. Maybe someone will also find this idea interesting and make their own Discord mapping portfolio ...
  2. StormCatcher.77


    A large, but not very prolong map, which is interesting to explore. I liked the author's strategy to place strong weapons in well-protected places. To get them the player need to pass a kind of test. The difficulty depends on the player's luck. It is important not to miss the shotgun at the very beginning, otherwise entangled corridors can lead the player to a situation in which he will be easy prey, left without ammo. Visually, the map looks neat, another good example of using standard textures.
  3. StormCatcher.77

    1000 Line Community Project - No map slots left

    @Voltcom9 If I don’t start my map in the next 1,5 months, I will give you my slot. I'm just not confident in my abilities now...
  4. StormCatcher.77

    1000 Line Community Project - No map slots left

    Hmm, this year I wanted to take a break from the mapping ... Add me, please, to the fourth episode ... God, what am I doing ...
  5. StormCatcher.77

    What are you listening to?

  6. StormCatcher.77

    Post Your Doom Picture (Part 2)

    @Bridgeburner56 I do not cease to be surprised by your advance in design! You have a very recognizable works and striking style.
  7. StormCatcher.77

    What are you listening to?

  8. StormCatcher.77

    Map from Japan - Exspiravit

    Big massive maps?! I'll take it! :D Also, good promising screens.
  9. StormCatcher.77

    Websites you go to, but not very often

    I can mention only Mapcore Community. Most often I look at threads with screenshots of new projects and portfolios of various level designers. Warning! Sometimes stuff that you can see in this thread, can cause heavy forms of Mapping Sadness. Take care. The interesting thing is that their site is very similar to Doomworld in terms of design. They are probably built on a single web engine.
  10. StormCatcher.77

    The Joy of Mapping 6: JOY ETERNAL - BETA 3 RELEASED!

    I ran through the first episode and can not express all the admiration. The duration of the maps, the perfection of the gameplay, freedom of movement and the overall level of detail are striking, and clearly above standard. I absolutely do not understand how all mappers can create such massive maps in just 3 days. This is amazing work!! Congrats to all! :D I feel, that a lot of time will pass, before I can do something equal in size for JoM. Waiting the next event...
  11. StormCatcher.77

    Post Your Doom Picture (Part 2)

    Some edits of my "post-JoM" map:
  12. StormCatcher.77


    This project remembered to me by a simple and at the same time very impressive architecture, which hides a well-thought-out layout, giving excellent expirience from the gameplay. I was play most of the maps running through the locations from cover to cover, leaving behind the fighting monsters. New opponents here perfectly complement the classic and they are good to create problems. These maps give a very dynamic and at the same time free gameplay, which can be called exemplary. Even the last map, with a high count of enemies, is flown in the same breath. Thanks to the good tracks, which give a vigorous rhythm to the gameplay, this whole not-so-big project gives a bunch of positive impressions that you cannot collect in many “full-sized” megawads. 5/5 in my collection. I think in the near future I will dig deeper into other Skillsaw's works.
  13. StormCatcher.77

    The Joy of Mapping 6: JOY ETERNAL - BETA 3 RELEASED!

    My dev. diary: Day 1: I enthusiastically start drawing a map plan. In my thoughts I draw something very simple and linear, without unnecessary details. In the second half of the day I start creating base geometry and I understand that gameplay will be boring, and architecture even worse. Worse even than any vanilla map. Day 2: I start experiments with detailing ... The resultant is constantly disliked and redone. In the end, it starts to tire. I play a map from Voltcom9 and I found out that my map is completely dull in terms of planned gameplay. I did nothing the rest of the day. Day 3: For some reason I decided to make another attempt to finish the map. I started from a different area, the process went better, but I understand that I don’t have time to do 70% of the map in one day. And all ... my desire to mapping ends finally. When the final build comes out, I carefully dig into each map to see how you all do it.