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StormCatcher.77

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Everything posted by StormCatcher.77

  1. StormCatcher.77

    Doom Pictures Thread 2021

    It is badass :0
  2. 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! :)
  3. 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.
  4. 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.
  5. 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.
  6. 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?
  7. 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 ...
  8. StormCatcher.77

    Doom Pictures Thread 2021

    @Remilia Scarlet I always loved your techbases and I am glad to know that soon my collection will be replenished with another one. Wow, I see this for the first time :0
  9. 8 years of development, it's a very impressive journey. What I see in the screenshots is mesmerizing. Congratulations on release! Alas, this is +1 cool project, which I have to postpone for an endless "later"...
  10. StormCatcher.77

    Doom Pictures Thread 2021

    Yes, these are models, moreover, not a monolithic model, but a construction of segments. It is enough dreary to adjust the tilt angles, keep in mind the vertical distortion and the heights difference in sectors under the models ... Difficult, but the result looks good. So far I have not observed any performance drawdowns from using models, this is good news.
  11. StormCatcher.77

    Doom Pictures Thread 2021

    Last month's progress for the Hell Unleashed project:
  12. StormCatcher.77

    Post a picture of yourself!

    Just me...
  13. StormCatcher.77

    Doom Pictures Thread 2021

    Holy names, so spectacular views! Each screenshot instantly attracts attention. I need to practice more in implementing open spaces...
  14. StormCatcher.77

    RAMP - Rabbit's All-Comers Mapping project [DONE!!]

    Congratulations on the release! I did not mention myself here in any way, but I also planned to participate. Alas, this is another cool project that I missed out on this year. In any case, I watched its progressing with interest and had a lot of pleasure playing these maps. Plus, I've discovered a lot of new talented names. Really hope to see continuation of RAMP someday, and maybe I'll lucky to be part of the project next time.
  15. StormCatcher.77

    Your most beautiful construction, or of which you are most proud

    Initially, there are very few 3D floors on the map, and the general shape was created using several tiers of sector portals (Action 57: Sector Set Portal). This screenshot shows an early map version, with an unfinished rebuild (I changed it a lot to improve optimization). 5 fps, yes this is already a legend, but keep in mind that I made this map on my old PC with a very weak CPU (on modern machines fps is much better). I haven’t figured out what to answer... But that sounds great xD
  16. StormCatcher.77

    Your most beautiful construction, or of which you are most proud

    Fun fact, initially Coma Moonlight was originally blue, but Killerkouhai suggested repainting it purple. And it was a super great idea! :D
  17. StormCatcher.77

    Your most beautiful construction, or of which you are most proud

    Infraworld - Coma Moonlight (Doom 2, GZDoom, 2020): Cursed Realms - Tomb Of Hunting Darkness (Serious Sam - TSE, 2018): Mors Ultima Ratio (Prodeus, 2021):
  18. StormCatcher.77

    Doom Pictures Thread 2021

    Map "The Crusher" for Hell Unleashed in collab with MikeyScoots.
  19. StormCatcher.77

    Delta Labs: Crew Quarters (Custom map - Released)

    This is great news! Glad to know D3 hasn't been forgotten. I’m constantly running out of time to play new things, but ... overall, its nice to know! Hope to see it in release soon.
  20. 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
  21. StormCatcher.77

    Infraworld - Coma Moonlight

    The new update is ready: - added a jumppad at the end, which allows you not to go back through the whole map if you missed last rune - fixed broken light on torches - overall map brightness is increased - fixed graphical artifacts with polyobject at top and wells - now falling into a big hole in the lower tier of map center is guaranteed to teleport player to surface - fixed missing textures and misaligments - added sound of rune pick up The map has also recently been spotted by Jimmy on his stream. Most of the fixes are based on his feedback: https://www.twitch.tv/videos/1023756467
  22. StormCatcher.77

    Post a picture of yourself!

  23. StormCatcher.77

    Infraworld - Coma Moonlight

    @Jacek Bourne I just drew it myself, it's pretty simple. It seemed to me that this would make the job easier, but now it doesn't seem to me that it is ... I have not seen anyone else use placeholders like this. It's quite stressful to start texturing without seeing the final visual range of the map in your head. But in this case, in the end it turned out with dignity ...
  24. StormCatcher.77

    Infraworld - Coma Moonlight

    @RonnieJamesDiner Your review made this cloudy morning really good, cheering me up :D I really appreciate your attention! Nice to know that you enjoyed it.
  25. StormCatcher.77

    Infraworld - Coma Moonlight

    I can’t hide that I’m insanely happy with this feedback! Another positive video in my collection. Very grateful to you, @LVENdead And thanks to everyone too! I will only mention again that the gameplay was deliberately simplified in order to make life easier for players with weak PCs. In addition I want to show an early map prototype (at the end of May 2020) that has returned from oblivion yesterday. I accidentally deleted all backups, but the archives of old correspondence helped out ... It was a turning point when I started deleting / moving locations in order to cope with the critically low frame rate. If the map remained in its original layout, it gave the player at least another 30 minutes of gameplay... and alot of platforming... so maybe after that changes it only got better.
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