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StormCatcher.77

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Everything posted by StormCatcher.77

  1. StormCatcher.77

    Doom Sun Shin Effect

    I know only about one such. This is "Blood: The Curse Hunter" from @bifurcator. Alas, I have not tried it myself yet, but it looks amazing. Just check this.
  2. Spitting Image - My God Is Bigger Than Your God
  3. StormCatcher.77

    what are you working on? I wanna see your wads.

    Brilliant looking, @Zanieon!! I am amazed how much labor is invested in it ...
  4. StormCatcher.77

    Infraworld - The Hatehammer

    So, the new small update is ready. 1. Now the player can't get stuck in the starting location (I hope) 2. When re-teleporting to the area with the red key, player can return back. 3. Some minor changes. For a very long time I could not understand how the players manage to get stuck in the starting location. What I just didn't do ... Thanks to @Chaingunner for clarifying everything. I hope now no one else will face with this. Link updated.
  5. StormCatcher.77

    What are you listening to?

  6. StormCatcher.77

    Infraworld - The Hatehammer

    @RonnieJamesDiner Thanks for the attention and such a warm review! Your words change a lot in my view of this work and give a certain confidence that I finally learned to make good gameplay. Of course, this is a matter of taste, but still. In some way, the incoming feedback (at the moment), plus my inability to implement the conceived ideas in all details and the spontaneity of most of the decisions in the design create the feeling that most aspects that players find positive have became such by chance, outside the scope of the original idea. This is a contradictory feeling. I am sure that I will be able to draw some lessons from this in order to repeat these sensations of the “living world” and immersion into it. Hope I can. As for the keys, I doubted to the last. Earlier, I had already created such mechanic in the "Flooded Temple" map for Texture Extravaganza. But that map was generally controversial because of the switchhunting. Now, thanks to you, I know for sure that I not made a mistake with this idea. On the other hand, it will be difficult to come up with a new motivating mechanics for research, so as not to repeat. Although ... no, there is something else... :3 Near end of map developing, I ran out of ideas and the process of creating locations again began to resemble a loop ... I'm just never treated the linearity of the maps as something negative. When I was drawing a preliminary plan for Dehydration, I had in my head the images of many very first custom maps for HL2 from RTSL, in which I played a lot for 30, 40 or more minutes, distracting from development. They have a very "own" atmosphere ... for those who have HL2 one of the first games on the PC in general. Probably their creators did not think about nonlinearity either ... Dehydration is imbued with the spirit of such maps (IMHO) ... And also OTEX, a very powerful expressive tool. When I became acquainted with him, I felt like a child in a giant toy store, who wants to try everything ... and map began to grow uncontrollably over boundaries of finished plan. However, you raise a very proper question. P.S. You did not miss any routes. This is my fail, which so far no one has noticed. All bugs you mention will be fixed soon.
  7. StormCatcher.77

    Post Your Doom Picture (Part 2)

    @EdLooks exciting!! The palette of beige and dark gray tones are always winning. The lighting immediately makes you remember Doom 3... I think, that map will be worthy successor of "Putrefier".
  8. StormCatcher.77

    Infraworld - The Hatehammer

    @Jaska Generally, due to the fact that there was a break of more than 2 months in the development, I still cannot remember the location of all the secrets without editor help. Only having started the gameplay formation, I strongly doubted the correct balance of most fights. I wanted to change them significantly, but it all messed up. In the end, I decided not to bother much and did a lot of things on my own. But, apparently, did not lose. Although, I expected a lot of criticism about the balance ... From the very beginning until the last day, I was full of doubts about everything ... I made a map in a hellish style, in which I had hardly ever worked. At the same time, I wasn't wanted it to look stereotyped. Plus nonlinearity. It was difficult to come up around what will be built player motivation to explore the map. And yes, at times my enthusiasm faded away completely. At the given moment, judging by the reviews that I get, time is not wasted. Making big maps is not so much fun. But, nevertheless, I hope this will encourage other mappers to create massive maps. To create a line that freely crosses the other, without joints, you need to press CTRL while dragging any of its vertices (in DB2 or GZDB). It is important to remember that such a line should preferably belong to the sector (have a sector index) with the same height as the sectors it crosses. If you do not comply with this, then when moving slowly along such a line, player may suddenly fall through sector, without being able to leave it. Or vice versa, stop against the "invisible wall". It is important, when working in GZDB, to translate geometry blending mode ... (or how to correctly call it?) to "Merge dragged vertictes only". If any other modes is enabled, after creating a new geometry, vertices will be automatically appears at the intersection of the lines. This is EXTREMELY not a pleasant experience. Do not repeat... rdwpa said everything correctly.
  9. StormCatcher.77

    Darkmoon (2019 alpha!!)

    I am very glad to see that Doom 3 style is not forgotten! It can be seen from the shots that the maps are very well desinged. Let's see how they are felt in the dynamics ... I will definitely check that project, but for now I’ll add it to my dimensionless wads-to-play list.
  10. StormCatcher.77

    Infraworld - The Hatehammer

    @Tango You can't even imagine how important your words are to me. Thank you so much!! I’m still a bit far from the “hero” of mapping, but I’ll definitely continue to invest my time in this hobby :3 To be honest, the resulting style does not reflect the original ideas. Almost every location was born from dozens of compromises and generally does not resemble what it was supposed to be originally. I honestly felt that the players would find the map visuals as chaotic, especially with regard to the rock massifs, but for the time being I receive feedback with the opposite opinion and this is very pleasing. In addition, it is nice to know that someone passed my map to the end, and did not skip it, because he got lost ... :D
  11. StormCatcher.77

    Infraworld - The Hatehammer

    Ok. Map is updated, but not tested fully. Same link. I'm want to notice again that most of visual glitches visible only in GL-renders and Softpoly. You get best picture in software :)
  12. Выберу Ант - Югереп. Ничего непонятно, но солист позитивный мужик. :3
  13. StormCatcher.77

    Post Your Doom Picture (Part 2)

    @Super Mighty G Well, they have their attaction. I noticed that not everyone likes massive maps, but the opposite is true for me. I, in many respects, make maps I would like to try myself, and for people who like exploring volume locations. By the way, that map has already been released: https://www.doomworld.com/forum/topic/107367-infraworld-the-hatehammer/
  14. StormCatcher.77

    Bloodspeed (Final)

    Honestly, I do not know. Probably only fully completed projects can be nominated. I hope we still have time before the end of the year.
  15. StormCatcher.77

    Bloodspeed (Final)

    Just finished building 3rd beta. Again, I broke the switches and animated textures, but it seemed I'm was fix everything. Probably... + Added edits from Dragon Hunter concerning maps 7, 9 and 20. + Added edits from Chaingunner, making corrections to maps 02, 16, 18, 21 and 33 + Added edits for the map 08 from +Ku6EPyXOBEPTKA+, replaced music. + Added edits from Wraith for map 24 + Alot of multiple fixes were added to map 29. + Fixed a bug with a monster stuck in the technical sector on the map 01. Added a machine gun. + Correcting the texture offsets on the map 10 at the same time a bit played with the lighting to my taste. + Removed redundant and duplicate textures. Thousands of them. Almost literally. Deep thanks to Dragon Hunter for a serious approach to testing, for active participation and, in general, for support. I am glad that the authors of the maps did not forget about their creations and sent updates. Now there is not much left before the final release. It is necessary only to get graphics from someone... Link available in the first post.
  16. StormCatcher.77

    Infraworld - The Hatehammer

    I was surprised that I forgot to put the txt-info in the archive ... Well, now everything is in place. I recommend to re-download map, since I made quite a many minor edits. Some critical, most no, but nonetheless.
  17. StormCatcher.77

    Post Your Doom Picture (Part 2)

    I'm almost done. Hope after few days will be release. 79 000 sidedefs not a joke.
  18. StormCatcher.77

    Texture Extravaganza - RC2 AVAILABLE!

    @NaZa, my special thanks for bringing the project back to life! I already forgot about it... I decided to make some changes to my map, in addition to fixing bugs. It was obvious that the idea with instand-death-traps was unsuccessful in gameplay terms, and I refused it. Now the marks on the floor only play the role of barriers in some places. The lighting that was originally designed to look good in GLBoom has now been reworked and looks much better in software render. And several other bugs found and fixed during testing (in addition to one mentioned by NaZa). Today I have not tested the map fully yet, so I can not guarantee that I did not break anything... > Download P.S. And yes, I believe we can see next iteration of this project someday. Mapping in such strict frames is fun experience that could ever plunge into once again.
  19. Somewhat sorry I missed my chance... On the other hand, quite recently I just wouldn’t have time for that. I hope that the project will continue someday. Working together on one map is an intriguing experience. And yes, all that looks exciting!!
  20. StormCatcher.77

    What are you listening to?

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