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StormCatcher.77

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Everything posted by StormCatcher.77

  1. StormCatcher.77

    Terminals

    A great start to this day! This project will be remembered for good gameplay and design. Not a rich detailing compensates for new textures and the presence of dynamic lights. By the way, the music is very well chosen. Total length is frustrating. The project runs out rather quickly. There are a couple of censures. First, it's a fight in the room with a red key on the 3rd map. A large group of revenants and spectres leaves a minimal chance to survive. Secondly, I could not get out of the pit with the teleport on the 4th map. I had to use the cheat. In the case of the latter, I probably broke something, because started playing with a software renderer. First Demo Attempt - GZDoom 3.2.5 (with saves) In general, it is exellent ... but too not enough. In my collection:
  2. StormCatcher.77

    Extinguished

    A map with well-designed sector-specific lighting. Skillful play of light and shadow highlights this map against the background of many others that are created in standard textures. More than visually, the map is captured by a difficult gameplay. Very often the player is locked in a tight space with the company of dangerous opponents. With the deficit of the place for maneuver, it is necessary to show wonders of stamina to survive. This is especially characteristic in the hall with a yellow key, where the barrage of the mancubuses fire does not put much chances for survival. On the whole, close corridors are very interesting to explore, but here one must be on the alert all the time. Great map. I was save it in my collection: - Visuals (4 / 5) - Detailing (3 / 5) - Gameplay (3 / 5) - Atmosphere (3 / 5) - Difficulty (4 / 5) - In my collection (3 / 5) - For community (4 / 5)
  3. StormCatcher.77

    Corrupted By Chaos - Object T11

    Thanks for the detailed review and demos! I'll take it into account in the future, and I'm glad that you liked the map.
  4. Game: Doom 2 Port: Boom (GLBoom) Slot: MAP01 After a fairly long period of time, since the project "Aquatex Mapping Expirement" is no longer updated, I decided to release my map standalone. If you have not followed the development of the project and are not yet familiar with this map, please try it. Working on this map in 2016 was remembered to me simply by a huge number of bugs and flaws. Even now, before this release, I found and correct a considerable number of them. If you did not pass this map before, then you know that it quite long (about 40 minutes). I should note that some parts of the map look too dark in the software render. Almost the entire period of development, I tested it in GLBoom and did lighting, looking good in GL. In this version, all textures are included in the original WAD. Also, the map slot is changed to 01. Jumping and crouching are disabled. Do not forget to save ammo and carefully explore the map. Good luck! Mediafire 1 MB, ZIP
  5. StormCatcher.77

    Mothership - single level for Eternity

    @Albatross Very memorable work, mainly due to the complex portal architecture. The visuals perfectly conveys the atmosphere of an alien ship. In so many places it makes sense just to stop and admire, and these flying disks outside are just super! The gameplay seemed a bit complicated for me. I was close to death several times. The greatest difficulty is created by chaingunners. Because of the abundance of open spaces, they are very effective. When I collected all the keys, I could not figure out for a long time where to go next. It was somewhat unobvious that i need to activate the switch on the pedestal in the center. And yes, then what followed then made me nervous ... In general, great work. I'm waiting for more Eternity maps! I'll try this map again, because was missed many secrets in first attempt... First Demo Attempt - Eternity 4.0 In my collection: - Visuals (4 / 5) - Detailing (4 / 5) - Gameplay (4 / 5) - Atmosphere (5 / 5) - Difficulty (4 / 5) - Overall Rating (4 / 5)
  6. StormCatcher.77

    How do YOU start a map?

    As usual, I start the map with a rectangle, divided into different quarters. I'm working on detailing one of them, experimenting with textures and detailing, suitable for a room or a corridor. When the quarter is ready, I replace the rest of the rectangle with it to make a symmetrical room. Having one such sample I copy it several times and experiment with new details, for example windows, doors, etc. In other copies I try to change the forms and style, increase the volume. I create new such samples and mix them with each other. And when they are accumulated enough, I peer at them, and the general style of the map and some small locations are already emerging in my head. I will design them without taking into account the gameplay, separately from each other. After trying to combine. It often happens that one location is completely different visually from the other, or is at a different altitude. Then this prompts the construction of buffer zones containing features of both locations. In the course of this work new elements of detail are involuntarily born, which require the design of new samples, mixing them with others, and so on. When the closed locations begin to delineate a plan for the future map, open sources grow between them, with their samples of detail, experiments with altitudes, etc ... Somehow everything happens ... The main thing is to experiment with the samples. Find a successful combination of textures and details in a small form 320x320. Then put new experiments and new ... The main thing - not be too involved in symmetry, it makes the map predictable and ordinary in terms of gameplay.
  7. StormCatcher.77

    Looking to play and record your maps

    I want to mention a few more of my works: Complex 502. Arrival - My very first map from 2015. Recently I made a couple of decorative edits. It is a technobase in the mountains. Duration about 30-40 minutes. Was done for ZDoom, only by stock Doom 2 resources. Cursed Realms - Path Over The Abyss - Work for Vinesauce Mapping Contest 2016. The first version, got on the stream was very buggy. The final is completely passable. It is important to remember that here it is necessary to save literally every bullet. Duration about 25-30 minutes. Only GZDoom. Cursed Realms - Fiery Monkey Arena - A small map for DMP2016 (about 15 minutes). Only GZDoom. Again, here is many switches. The way to the player in some places will block the barriers from the symbols on the floor, which are disabled in one way or another. To complete the level, you will need to find two yellow keys. And again - you need to save your ammo. Time Parallax - Fiery Rooster Arena - Map for DMP2017. A mid-sized map for GZDoom in the fusion of the ruins of ancient civilizations. Here you need to find three yellow keys that can be collected in any order, by exploring the level. Duration about 25-30 minutes.
  8. StormCatcher.77

    Corrupted By Chaos - Object T11

    @antares031 Thanks for the demo! I never record long maps in Boom, due to the fact that I die too often. You have a really good skill. I'm glad to know that you like my architecture. I must admit that the lighting here has failed, and everything is ruining in a software mode. This map was remembered to me simply by the huge number of places where the player could get stuck. I was completely sure that they were no more ... and now this. You were almost at the very end. Now have been corrected "flying" health bonuses, few wrong textures, and elevator, near which you are stuck. Link is updated. Try running the map in OpenGL. During its development, I always played under the GL and did not suspect that the lighting in the software is darker. And yes, it is right to raise the gamma. The fact is that the standard gamma for me is too uncomfortable. I always increase the it by 25-30%, so that my eyes do not bleed. ;] I suspect, that's why many people think my maps are too dark...
  9. StormCatcher.77

    Corrupted By Chaos - Object T11

    Walter, thanks for respond! I accidentaly broke the sky in G\ZDoom. Now it is fixed. Please, download wad again.
  10. StormCatcher.77

    Abandoned Community Projects

    I did not think there were many of them ... Thank you all for responding. By the way, Texture Extravaganza still in the ranks. I spoke with bzzrak, and he confirmed that the project is under construction. What status of Cereal Killer for example?
  11. StormCatcher.77

    Looking to play and record your maps

    @xvertigox Today, I released to float freely my map of 2016, which I did for a non-completed CP. Fixed many critical bugs. Download link in this thread. The map is quite long, with difficult gameplay. In order not to remain without ammo, it should be carefully explored. Here is alot of swithees too, but what they open, usually is near. Exactly, you'll not have to run to other side of map... ;]
  12. StormCatcher.77

    Looking to play and record your maps

    @xvertigox Excellent game! Even I did not play so well when testing. Apparently, the map came out not so bad, although it's clearly not my best gameplay experiment. Yes, I forgot to mention that the map was designed for Boom, the jumping and mouselook were not allowed for it. The moment at 08:20 was not taken into account. This place should open later. As you can see, on your video, it did not break the gameplay. Glitch with one of the marks I was just surprised ... Now there is an excuse to fix all these bugs. I have a couple more maps. When I correct for them already known bugs, I will offer them to you for play, if interesting.
  13. StormCatcher.77

    Post Your Doom Picture (Part 2)

    I always credit people who creating any stuff for community. I don't like feeling what i'll can't get any data about ***this cool midi, texture, model, etc...*** in another good looking map. Don't want to bring this feeling to someone.
  14. StormCatcher.77

    Post Your Doom Picture (Part 2)

    @Dragonfly Ok, great stuff... but now i need to store these skies in my resource registry. How i must name it? Dragonfly's Sky Pack #[random(0, 999);] or how?
  15. StormCatcher.77

    Post Your Doom Picture (Part 2)

    ^ This is GODLIKE!
  16. StormCatcher.77

    GZDoom Builder No Highlight in Visual Mode

    You may enable\disable surface highlighting by pressing "H". Maybe you press it accidentally? It's true for all versions. I use GZDB (Bugfix) R3002.
  17. StormCatcher.77

    What are you listening to?

    There are, sometimes you find tracks, which after the first listening fall into the soul. The feeling is as if you find something that has long been desperate to find. Even listening to the rubble of something similar, I did not hear a composition that would bring to me similar feelings like this: The lyrics are rather strange (quite typical of the genre). Most importantly, it does not interfere with perceiving music, although I also like vocals. When I first heard this track, I probably listened to it for about 40 minutes without stopping. It is a pity that there is no instrumental version.
  18. The feeling of passing really makes one remember about Doom 3. Here, as in the original, the gameplay is more focused on the player's survival. The background track is good choose. Texturing is excellent, everything looks organic. The difficulty is high, but not prohibitive. Although, I do not know if I could have passed the map, if I did not come across secret areas. Pretty much forced to fidget groups from the Barons of hell, with the support of Arh-vile. The balance is clearly not in favor of the player, which makes the map a good test. Trying to record a demo on GZDoom 3.2.5, I ran into an annoying bug when after loading (I was eaten by a demon in the first corridor) the screen started to flicker black, then only skybox was rendered ... In general, it became impossible to play. I rolled out GZDoom to version 3.2.0 and recorded a demo in it without problems. I remember the secret with berserk-pak, which, after opening a false wall, can not be taken. So it's planned? I also remember how, after picking up the yellow key, the rock massifs near this place began to flicker and disappeared. Also, I noticed graphical artifacts in the form of black triangles in the pillars of the sanctuary, where the red key. All this is in the demo. I also want to note that the map does not have enough dynamic lighting. Very not enough. The main part of the base where the action begins is almost devoid of light sources, but even couple of lights could diversify a such darkness. If all the lighting was done only on a dynamic basis, then this would give the map +9000 in the visual plan. In general, keep it up! First Demo Attempt - GZDoom 3.2.0 In my collection: - Visuals (4 / 5) - Detailing (3 / 5) - Gameplay (3 / 5) - Atmosphere (4 / 5) - Difficulty (4 / 5) - Overall Rating (4 / 5)
  19. StormCatcher.77

    What are you listening to?

  20. StormCatcher.77

    Your "dream" project that you've abandoned

    For me, this project became Complex 502 - Descent. This is my second map, the development of which I started immediately after Arrival. The first was in Doom format, I started a new one in Boom to try its features. Even when a significant part of the geometry was made, I decided to translate the project into GZDoom. First in Hexen format, then, (when its limits are exhausted) in UDMF. Launch very slowly, without any plan. In fact, this is a set of several maps stock that glued together. This project is a sandbox in which I studied and honed my first mapping and scripting skills. I was inspired by dobu gabu maru and Mechadon maps, and I wanted to make the project completely on standard textures. An original test for himself. The project had to be abandoned, because it took a very long time, and I was attracted to participating in community projects. At the moment the map is divided into 2 parts, which I could not glue together due to the fact that GZDB crahses, when I try to do it. The map contains a lot of mistakes that any newbie mapper makes, but here they are still multiplied by a monstrous volume - 26557 sectors (10179 one part and 16378 second). The map is not as big as it seems (it's planned to play 1.5 hours of gameplay). This volume of the project gives an abundance of all the tables\chairs from the 3D-floors, copypasted everywhere ... At the moment the project seems to me very contradictory. He don't looks like that "cool" as I wanted, and every time I come back to this I find myself thinking that many things need to be remade from scratch. This applies to places where FPS sags to 5-10, as well as all dynamic lighting globally. Each time, assessing the scope of work, I have no mood to continue developing ... If I do finish it, then I'll have to divide this map into 2 ... By the way, the first piece of the level is ready. It's made the gameplay (about 30-40 minutes). I sent it for evaluation to several people, but I did not want to make a preliminary alpha release for everyone, so that people would appreciate the entire map. Now I'm interested in your opinion. Does it cost to standalone release a piece of unfinished map? Also, one unnamed map that I was developing for DMP2016 but not finish it to deadline and abandoned too:
  21. StormCatcher.77

    What are you listening to?

    For the first time I listened to Vitalism a couple of years ago. Bipolarity is their coolest composition. I have not looked in here for a long time. Recently I discovered:
  22. StormCatcher.77

    VINESAUCE DOOM MAPPING CONTEST 2.

    My submission: I called it "Time Parallax - The Burial Vault" For some reason in GZDoom, terrains + dynamic lights = D: (see floor)
  23. StormCatcher.77

    VINESAUCE DOOM MAPPING CONTEST 2.

    @dobu gabu maru As always, giant, detailing and very promising stuff! I recently got acquainted with your work in DMP2015. Probably the most original slaughtermap that i can go through without even shooting ... I hope Joel will not suffer so much? :D
  24. StormCatcher.77

    VINESAUCE DOOM MAPPING CONTEST 2.

    5 hours 30 mins near deadline... I'm submit my map. Unbelieveble... These were crazy days. I hope gameplay will not be as bad as last time. Working on the verge of strength, all the same found the time to finish the map. I wish everyone good luck! Now I can peacefully go to sleep ...
  25. StormCatcher.77

    VINESAUCE DOOM MAPPING CONTEST 2.

    For some reason, this happens if one of the two portal sectors is in certain coordinates. If you move it to any other location, GZDoom is stable. Although, I do not know. I did not do a ful map testing. Unfortunately, I did not save the bug-report. Perhaps, a backup copy of the map will be useful later.
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