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StormCatcher.77

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Everything posted by StormCatcher.77

  1. StormCatcher.77

    Doom Pictures Thread 2023

    Hell Unleashed, map 06. Blue key area
  2. StormCatcher.77

    Quake II custom map depositories

    I also just looked through my old DVDs with stuff and found 91 map right from 3dgamersedge.com All files was saved in 2016-2017. This is not everything that was on the site, but at least something. I still haven’t tried them myself and I can’t say whether there are duplicates of maps from previous sources. Here: https://mega.nz/file/suQHACpC#9k5RtEFdWwpkRH1Uy-JmLKYFoUecxriOhEvgneoDS3I
  3. StormCatcher.77

    Quake II custom map depositories

    Quite a long time (in 2011 maybe) ago I found on one Russian game site big archive called "Custom Episodes Collection". It contains about 700 mb (200+ bsp files) of singleplayer custom Q2 maps dating back to 1998. All joined by a big hub map. I can’t say whether this pack is widely known or not, but I haven’t seen it anywhere else yet... Link to the file on my MEGA: https://mega.nz/file/8np10BaZ#0410nGZRlpzeEndpNsiz5w63XUSQXrzZCdmnIwnMoHI Found original link: https://www.playground.ru/quake_2/file/quake_2_custom_episodes_collection-872396
  4. StormCatcher.77

    Doom Pictures Thread 2023

    Thank you! I was very worried at the beginning of work that this harmony could not be achieved with an unfamiliar texture set. But it all worked out c:
  5. StormCatcher.77

    Doom Pictures Thread 2023

    Completed deathmatch map for the Culling Strike project, Zandronum. Textures by Makkon
  6. StormCatcher.77

    Doom Pictures Thread 2023

    I'm returning to active mapping. Continuing my work in Map 06 of Hell Unleashed.
  7. StormCatcher.77

    Discord Servers

    I suggest you take a look at my silent place. It was created back in 2018 to work together on Bloodspeed. Originally conceived to store all my finished maps and materials for them. I started to realize this idea only a week ago. Thought it might give me some motivation to complete projects I've already started and post updates from time to time. Not all works have been published yet, but this will happen in the next month. See "The Vault" section. Activity here is very rare. I'm not very talkative myself. It's hard to come up with something that would make you stay for a long time. It should also be noted that English is not my native language, so most of the articles are translated by online services, and ... may look strange ... probably. Here: https://discord.gg/hrPJMP4rwx
  8. StormCatcher.77

    React To The Profile Pic Above You

    Girl is looking at something that is really wrong
  9. StormCatcher.77

    Infraworld - Coma Moonlight

    @INfront95 Sorry for the long silence. I am very rarely here. And thanks c: All of my latest shots posted this year are from projects in development. I assume you mean screens of "Rite Of The Damned", the Invasion map for Zandronum. It's really in a similar style, but it's a separate map for a collaborative project.
  10. StormCatcher.77

    Infraworld - Coma Moonlight

    Game: Doom 2 Port: GZDoom Slot: MAP01 Mouselook, Jumping, Crouching: Yes Coma Moonlight is an experimental gothic-style map created as part of the Refracted Reality project. Quite difficult development passed through couple of reworks, lasted about 4 months and ended in August 2020. Since then, map was expected to be released as part of RC2, however, everything came to the conclusion that Refracted Reality RC2 was never released, and the map went free floating. The player's goal is to explore the temple complex and find 3 runes, after installing them on the pedestals to open the exit and leave level. Main part of gameplay is linear, but in some places player can choose direction. I'm sure sometimes players will find short cuts. Note that these are not bugs (although they were originally), since do not break map progression. Idea of rock massive floating in the abyss with a temple carved into it came almost immediately and seemed perfect for RR. I wanted to create a Quake-like environment and make gameplay more verticality. Maybe it worked, but the price turned out to be significant - performance. GZDoom was clearly not designed for my ambitions and this became the main map problem. Due to the widespread use of portals, frame rate in some places tangibly drops. At the prototyping stage, everything was fine, but almost at the very end, with the advent of lighting and textures, it greatly ruined performance on old PCs. I could not fix this in the almost finished version, because this would require a complete redesign of the map. I decided to leave the architecture as it is, but kept the gameplay in problem areas to a minimum. I express my gratitude for the feedback, advice and help in testing: @killerkouhai, @FrancisT218, @ZZYZX, @leodoom85, @IvanDobrovski, Morthimer McMare, @Chainie, @_Mud I am open to any feedback and will make edits to the project as I have free time. Inform if you helped me with this map, but I forgot to mention you! Hope this will be a good experience. Good luck there! Mediafire - 4 mb, ZIP Publications: VK Group | ZDoom Forums | ModDB | Doom Power Playthroughs, YouTube: UltraViolence | LVENdead | Helm Refracted Reality RC1 main thread
  11. StormCatcher.77

    Infraworld - Coma Moonlight

    @pedrox I'm sorry, but I was not able to get this behavior of the game. I tried the map on pure GZDoom 4.8.2 and it is run ok. No any glitches or crashes. What version of GZDoom are you using to run? If it's newer than 4.5.0, then there shouldn't be a problem. !!! I found what the problem is. This happens if "Doom Software Renderer" is specified in the render settings. You need to change it to "Hardware Accelerated".
  12. StormCatcher.77

    Infraworld - The Hatehammer

    Game: Doom 2 Port: Boom Slot: MAP01 Mouselook: Yes Jumping: No Crouching: No Finally, this moment has come ... About 4 months of development, stretched for more than half on the year is ended. This map was originally developed as part of the Nova III project and for the most part built on its resources. Planned as a medium-sized one, it expanded into a rather voluminous chain of locations, which absorbed all the more or less successful visual experiments that I set up with the Nova III textures. As such, it was no longer able to be part of the project (although I really wanted to, but in a rush of inspiration I forgot about the rules) and went into free fly. At a certain stage, I began to lack resources, and I drew several own editions of stock textures and some with unknown authorship. I even tried to draw my own from scratch, but before the release I replaced them with others, in the name of good. In the course of development I had various crazy ideas demanding to embodiment. Not all of them were compatible with the capabilities of Boom, but I at least more subtly felt the limits of its capabilities, practicing in different tricks. I do not think that I have invented something new, but I am sure you will find the result interesting. Tricks, unfortunately, are not always correctly displayed in different render modes. The best result is given by the Software for which map was made; the worst is GZDoom Softpoly Render and GLBoom, spilling strange artifacts in the many places. The basic ideas of this map are infernalism in design and the general non-linearity in gameplay. I have never tried to widely disclose them in my maps and wanted to practice. In some places everything turned out as I had planned, in some places very average. Nevertheless, I am pleased with the final result. As an experiment, I added coop-starts, but cooperative was not tested at all. The difficulty is above medium, but you can choose from HMP and UV. The map is very long (about one and a half hours), so it will be tiring to go through in single try. The player is faced with the task of finding 6 yellow keys scattered across map locations. The keys must be placed on pedestals in a separate huge room, which can be reached via a teleport in the center of the map (where the hammer is). I think this should help you not to despair if you get lost. I hope to see your opinion on the gameplay and other things, even if you do not like massive and long map. And good luck there! You will need it. In addition, it is worth mentioning that I used the resources from the Nova III resource pack to create my own versions and modifications. Accordingly, I did not establish their authorship and did not ask permission for this. If you are the author of the textures mentioned below, and you do not want their modifications to be present in the WAD, then there are no problems, just let me know. Before uploading to \idgames, they will be replaced with something. All textures taken from Nova III resource pack. And yes, if you like my fully selfmade textures, you can use them without any approvals. Mediafire - ZIP, 2.7 MB
  13. StormCatcher.77

    Doom Pictures Thread 2022

    Red Node Failure - my submission for Hordamex CP:
  14. StormCatcher.77

    Doom Pictures Thread 2022

    Last progress in project "Hell Unleashed":
  15. StormCatcher.77

    Doom Pictures Thread 2022

    Some practice with Community Chest 4 textures:
  16. StormCatcher.77

    Doom Pictures Thread 2022

    This already looks super atmospheric! Looking forward for it.
  17. StormCatcher.77

    Doom Pictures Thread 2022

  18. StormCatcher.77

    Bloodspeed (Final)

    I am glad to present to your attention a new 33-map Boom-megawad "Bloodspeed". This project started on Doom Power as a compilation of maps from speedmapping and gradually turned into something more. Some maps were seriously reworked, others were created from scratch and went a long way of development, or were transferred from other projects. The overall style of the project is very heterogeneous, and is a mixture of highly detailed and lengthy work, adjacent to the short and minimalist, practically unchanged speed mapping. The maps are divided into three thematic episodes describing the beginning of the invasion on earth, the journey into the realm of demons, and return to the our world that is already covered with ice. I want to express a special thanks to Memfis and Chaingunner for their fundamental work for the megawad. And to franckFRAG for really cool graphics for the project! Bloodspeed went through a rather long "development hell", mainly due to lack of free time. Being started at the end of last year, it was ready only now, although the total amount of work would fit in few weeks. The work was greatly extended in time, overloaded with frequent resource conflicts from a mixture of several resource packs, balance edits, and an unexpected "resurrection" of long-fixed bugs. In any case, I am very glad that we were able to push this project to a full release. During the assembly a set of resources was used without indicating their source and authorship. By this time, not all of them have been clarified. If you see resources or hear tracks whose authorship is not listed in the lists below, please let us know their authors. I hope for your response in terms of balance and any bugs. Good luck there! Bloodspeed (Final) Mediafire, 8 mb, ZIP
  19. StormCatcher.77

    Doom Pictures Thread 2021

    It is badass :0
  20. StormCatcher.77

    Doom Pictures Thread 2021

    I think yes. I will need to test a few ideas, but I will have to postpone it indefinitely. And thanks! :)
  21. StormCatcher.77

    Rusty Enterprise - Doom 2 Large Map

    Looks quite solid! That shots really invite to play. Hope I have time this year. For now I just take a note about this.
  22. StormCatcher.77

    Doom Pictures Thread 2021

    I've never tried using voxels at all. And I don't even know how they work, but it seems worth paying attention to them ... Same with the Bridge thing. Sound like an idea. Someday I'll try.
  23. StormCatcher.77

    Doom Pictures Thread 2021

    Yes. In this case I use polyobject + 3D floor, providing a collision. Rotating platform itself is made by the 3D model synchronized with polyobject movement by a script. Alas, the platform "slips" under the player and I don't know how to fix it yet.
  24. StormCatcher.77

    Doom Pictures Thread 2021

    Talking about 3D polyobjects... and their imitation. I have long forgotten to publish one thing that I did back in April for the Tarsman's mapping contest. Map could not be completed, alas, so this idea will most likely go to Elementalism. Just wondering, has anyone done something like this on GZDoom before?
  25. StormCatcher.77

    Doom Pictures Thread 2021

    This is indescribable cool, as always, @Aurelius :0 Love that brown\green contrast. Very Quake-ish architecture at all! I wonder where these textures taken from? Or maybe they were created from scratch? I just don't know much about open resources ...
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