StormCatcher.77

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Everything posted by StormCatcher.77

  1. New shots of "Iced Sanctuary":
  2. This project is designed to inspire the largest possible number of mappers to share their creativity. Each participant can create a map for the project and publish it here before December 31, 2017. Maps with any theme, size, quality and gameplay will be acceptible. You may be an experienced mapper or a novice, no one will be rejected. After the deadline all maps will be compiled in one or more wads and published on /idgames archive. I express my gratitude to scifista42, for help in making the rules. Anyone can join, anytime before the deadline. Deadline is 2017.12.31 No quality control, but maps must at least be playable and exitable, and abusive / malicious maps would be rejected. Each participant can create only one map in the project. Maps must be playable with Doom 2 IWAD. Any map format is allowed. New music is allowed (except MP3, OGG). New textures and flats are allowed. You need include them in your wad and rename with a 3 character prefix from your nick-name. Example: S77xxxxx. Do not leave in your map unused textures. DECORATE is allowed for new things only. Give them also the 3-character prefix. Resource size limit: 1 MB Liquid falls textures from Community Chest 4 used in project as standard. cc4falls.zip Published map requires the description of the following items: Don't use the MAP07 or MAP30 slots for your map and don't use secret exit line actions. Don't replace original resources from doom2.wad Sky textures must not replace SKY1 or RSKY1. No custom skies for vanilla maps, mandatory sky transfers for Boom maps and mandatory MAPINFO for ZDoom maps. [ 2017.01.18 ] [ # ] Memfis - Castle of Fun (boom) [ 2017.01.29 ] [ # ] Walter Confalonieri - Valhalla awaits you! (limit-removing) [ 2017.01.31 ] [ # ] Dragonfly - Integrity (gzdoom) [ 2017.02.20 ] [ # ] Carlos Lastra - All Guns Blazing (limit-removing) [ 2017.02.21 ] [ # ] riderr3 - South of Hell (limit-removing) [ 2017.02.22 ] [ # ] Bauul - Spiralunky (limit-removing) [ 2017.02.22 ] [ # ] Forli - System Meltdown (boom) [ 2017.02.23 ] [ # ] Paul Corfiatis - Wrath of The Wingless Pigeon (boom) [ 2017.02.25 ] [ # ] Veinen - Predator (boom) [ 2017.02.27 ] [ # ] Dan Trim - Butcher's Hook (limit-removing) [ 2017.03.07 ] [ # ] Nate River - Wolfenfels (boom) [ 2017.03.14 ] [ # ] Glen Christie - Caustic Canyon (boom) [ 2017.03.19 ] [ # ] Jaxoon R - Hope to God (vanilla) [ 2017.03.19 ] [ # ] The_SloVinator - Isolation (boom) [ 2017.03.27 ] [ # ] Voltcom9 - The Eldritch Construct (gzdoom) [ 2017.03.30 ] [ # ] Gunsmith - Deviation (gzdoom) [ 2017.04.13 ] [ # ] Scypek2 - Don't touch! (vanilla) [ 2017.04.30 ] [ # ] CrazyDoomguy - Graveyard (boom) [ 2017.05.08 ] [ # ] Ed - Maus Haus (gzdoom) [ 2017.05.23 ] [ # ] A2Rob - Janitor Patrol (boom) [ 2017.06.11 ] [ # ] TreeSquid - Sector 18 (vanilla) [ 2017.06.17 ] [ # ] antares031 - The Kerberos Complex (boom) [ 2017.07.01 ] [ # ] Roofi - Corrupted Industry (vanilla) [ 2017.08.19 ] [ # ] everennui - Red Tempest (gzdoom) [ 2017.08.21 ] [ # ] complexDoomer - COM (boom) [ 2017.08.27 ] [ # ] Philnemba - Starport Anomaly (boom) [ 2017.09.03 ] [ # ] RaphaelMode - GJUNX (zdoom) [ 2017.10.01 ] [ # ] HUNdebLeonidasX - Gun Down the House (boom) [ 2017.10.07 ] [ # ] Michael Jan Krizik - Scythian Opera (boom) [ 2017.10.17 ] [ # ] Oleg "CWolf" Vovk - Wrong Turn (boom) [ 2017.10.23 ] [ # ] Matt "Cannonball" Powell - A keen eye (limit-removing) [ 2017.10.29 ] [ # ] Ninehills42 - Proxima Centauri Lust (boom) [ 2017.11.27 ] [ # ] Marlamir - Welcome to U. A. C. (zdoom) [ 2017.12.03 ] [ # ] Sasha - Stodulki (zdoom) [ 2017.12.03 ] [ # ] DAZZER - The Nephilim II (gzdoom) Doomworld Mega Project 2016 Doomworld Mega Project 2015 Doomworld Mega Project 2014 Doomworld Mega Project 2013 Doomworld Mega Project 2012
  3. @InsanityBringer For some reason, I could not open the map in UDMF format, but Boom would open perfectly. I assume that UDMF is not supported, or I do something wrong.
  4. Congratulations on Cacoward! I have not yet got acquainted with this project. There is no time now, but I took note. I will definitely pass, next year.
  5. @jmickle66666666 Superb stuff! I played with this tool and Gimp for 15 minutes, and here's what I did: It looks, of course, mediocre, because I'm not an artist at all, but in the able hands the potential of this instrument is enormous. It is a pity that UDMF does not directly support. I was able to open and edit only the map in Boom-format. Have you ever had any idea of implementing such a plugin for DB2 or GZDB? It would be just gorgeous if technically possible. And ... Is it possible to edit the floor and ceiling surfaces together with wall textures? It would be cool.
  6. @danielhday You can make for the project, something quite simple. In the style of Wolfenstein 3D, for example. The project does not imply claims to detail, design, mechanics or the duration of the map. In any case, good luck.
  7. Good luck to you. I hope next year you will join this project again.
  8. A series of arenas, on which the player is locked, a fairly trivial solution, but not devoid of potential. Makes me think of Serious Sam. But what will the player do if he does not find weapons in the secrets? This can greatly difficult his life. I think that finding secrets is a temporary opportunity to make life easier for a player (with a small amount of ammunition), and when you get to the arena, the player must somehow get more powerful weapons. For example, dodging the cyberdemon's rockets and hiding behind the columns to go to the other side of the arena (where was the cyberdemon) and there to pick up a rocket launcher ... or somehow. Your concept has significant potential. Make it for the project in any form.
  9. I again suspended development of the map for DMP to complete this: This map is made for a boom project of 32 maps, started by @Memfis, and based on a speedmap basis. If everything turns out, the project will be available closer to the end of December or earlier.
  10. On the first imprint, immediately began to appear associations with OST Unreal and UT2004. The compositions are quite diverse, each with its own mood. I remember the track "Snowy", where someone reads the sequence of numbers. Very atmospheric. And also the track Dead Star, casting something mystical. In general, the overall mood of the album is not heavy. In some places I began to notice a small aggressiveness in the filing, as in "In a Dream". I already expected to hear on this track, something like my favorite OST Firestarert from MoozE, but no, the pressure goes off pretty quickly. Separate moments sounded like OST Axiom Verge. Because of these all, I really liked the release, a little later I will get acquainted with other albums of Partition 36.
  11. This summer turned 26, but I feel myself 18-19. Since I left school behind in my life has come a period of "calm", and since then I have not had any changes for myself. It is not surprising that the memory of this seemingly uneventful and short period is the brightest in my memory. Probably, I will feel like this always.
  12. The similarity, really is. The vocals are just superb!
  13. I finish my JoM map. Screens of final version:
  14. I continue to make a map for JOM5. Progress for today:
  15. Looks pretty cool!
  16. I'm workin on something for JOM5:
  17. I also wanted to ask about the format. Although I can not guarantee participation in the project now. The pictures look great!
  18. @Marlamir The work leaves in memory an abundance of microdetails and sloped geometry. It pleases, but there are also some disappointing moments. For example, I find most of the locations unreasonably empty. From the very first minutes the player really needs a machine gun, but it falls into his hands rather late. Fortunately, that there is enough ammunition for the shotgun. The level is structurally complex, which pushes player to explore it along and across. It's a shame, looking into the next room, finding there only a couple of monsters and ... that's all. Usually from such places you expect some useful find. And sometimes even at all, entire locations are empty, like an area with a red key. Intuitively you wait for a massive spawn, but the danger is minimal and easy to avoid. I still got a well-detailed, but again, an empty cave hidden behind the flow of acid. Maybe I just forgot to activate something, somewhere? I was completely confused by a switch labeled yellow. I went through the level anew to find the yellow key, but I could not. It's good that I guessed to just use it ... And one more thing. Midi-track is chosen well, but for some reason it sounds quiet. In general, after the passage there is a feeling that I have been using the early version of the map. In principle, it is technically complete, in terms of geometry and visuals, but the gameplay is slightly undeveloped. Maybe you need to add a few more strokes? :) First Demo Attempt GZDoom 3.2.0, 22 mins
  19. @NeedHealth Yes. I stopped record demos for PrBoom, because when the player dies, the map has to start anew. And I'm too lazy ...
  20. It was an extreme run. The maps from @antares031 and @Spie812 look great for maps made in such a short time. For some reason, this release got especially hardcore ... First Demo Attempt - GZDoom 3.2.0 (all maps)
  21. @Skeletonpatch Glad to welcome! The main wad of this project is doom2.wad. Do not give up participation. You can take as a basis TNT, and then I'll add the textures and music from it to your map, so that it is compatible with the project. Simply, together with the map release, tell me what kind of music and textures there should be.
  22. @Zanieon Superb. Feels an atmosphere very close to Doom 3. Look at your screenshots, immediately know who the author is. Style is quite unique.