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StormCatcher.77

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Everything posted by StormCatcher.77

  1. StormCatcher.77

    Scripting question

    There is not enough "Delay (1);" after "While". Due to its absence, the While loop becomes infinite and GZDoom automatically stops its execution. Try this at first: Script 6 Open { While(True) { Delay (1); If (GetActorProperty (16, APROP_Health) <= 1500) { Print (s:"-------------"); Terminate; } } }
  2. StormCatcher.77

    [Release] Freaky Panties

    When I tried to watch the demo for the first time, it's desync close to the beginning. I thought the demo is lost, but after restarting GZDoom I tried again and was able to see through all without problems.
  3. StormCatcher.77

    Cacowards 2018 Mentionation Thread (don't toot your own horn ffs)

    I'm nominate Freaky Panties by YukiRaven
  4. StormCatcher.77

    [Release] Freaky Panties

    Here is a cool and well-developed technobase! I can not remember such works since the time of Putrefier. This map can easily be put with it in a single row, however, if the first reminded of Quake 2, then in Freaky Panties very much the same as the first Unreal and Quake (I judging by the overall atmosphere). It would seem that traveling in such place would be accompanied by the Dark Ambient, but here playing a bright Futurepop (or what is it? :3) This map is a great place with a motley background for the fight with demons. Music is perfectly emphasizes this. The gameplay seemed to me quite hard, especially the final fight, which could was considerably delayed, if I not found one super-duper-useful secret. Difficulty does not make the gameplay bad, on the contrary, after a series of easy projects this is a real good challenge. First Demo Attempt - GZDoom 3.4.1, UV In my collection: - Visuals (5 / 5) - Detailing (5 / 5) - Gameplay (5 / 5) - Atmosphere (5 / 5) - Difficulty (4 / 5) - Overall (5 / 5) P.S. ...And I'm not forgot about Shadow of the Nightmare Realm, Umbra of Fate and other cool stuff. Hope, I can play it all in this year.
  5. StormCatcher.77

    INFINITE VOID (?)

    Looks pretty good! I'll try this in near time.
  6. StormCatcher.77

    [GZDoom] Diabolus Ex v1.1

    Outstanding work! There is nothing more to say... First Demo Attempt - GZDoom 3.4.1 In my collection: - Visuals (5 / 5) - Detailing (4 / 5) - Gameplay (3 / 5) - Atmosphere (5 / 5) - Difficulty (3 / 5) - Overall (5 / 5)
  7. StormCatcher.77

    'Verse Hopper: Community Project (Final release!)

    How I waited for this! Congratulations to everyone on the release! Unfortunately, I did not have time to try the participant's maps myself on project server. In the near future, I finally find time to evaluate the whole project.
  8. StormCatcher.77

    MEMBRANE - Commercial Alien Shooter made in GZDoom

    Looks very promising! I wish you good luck with your project, and of course I will wait for the release.
  9. StormCatcher.77

    Inside The Feared Madness (Feedback Appreciated)

    I'm very glad to see new maps for GZDoom! This one left a good impression after playing, due to the variety of locations. Almost every room has its own recognizable style and different color schemes. In addition, almost everywhere player can meet the elements of a microdetail. All this is a signs of excellent skills, considering that the map was made in just a month. The duration is also pleasantly surprising. The gameplay is not hard at all, but I was died several times. This was mainly due to the reckless use of berserk-pack. In spite of the fact that I played rather sloppy, there were enough health and armor on the map, so that the gameplay did not turn into a cycle of permanent save-loads, which indicates a well thought-out balance. I love all these features in GZDoom (slopes, dynlights, e.t.c.) and am glad when they are abundantly used. Thanks to use of sector and dynamic lighting, the standard textures look fresh to me. Lastly, I would like to mention about one bug. These are metal bars with a tag 3. When the player passes over them and provokes their rising, he can fallback behind them and will be locked, without the possibility to pass on without noclip. You can seen this in demo. First Demo Attempt - GZDoom 3.4.1 In my collection: - Visuals (4 / 5) - Detailing (4 / 5) - Gameplay (4 / 5) - Atmosphere (4 / 5) - Difficulty (3 / 5) - Overall (4 / 5)
  10. StormCatcher.77

    Doomworld Mega Project 2017 (Final)

    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, to @CWolf for superb TITLEPIC we have in project, and to @Voltcom9 for conception of the hub-map and alot help with graphics... and to all who participate in this! DoomWorld Archive - Final, 33 MB, ZIP (83 MB unarchived) (changes) Mediafire - Beta 2, 33 MB, ZIP (83 MB unarchived) (changes) Mediafire - Beta 1, 27 MB, 7Z (81 MB unarchived) 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 (limit-removing) [ 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) [ 2017.12.16 ] [ # ] TimeOfDeath - Subtle Shun (vanilla) [ 2017.12.21 ] [ # ] Lorenz0 - Antidote (zdoom) [ 2017.12.22 ] [ # ] marxr - Thy Infernal Castle (zdoom) [ 2017.12.26 ] [ # ] Jjp - Six Tricks (boom) [ 2017.12.27 ] [ # ] Obake - 1000 in less than 10 (boom) [ 2017.12.27 ] [ # ] TheOrganGrinder - Putrid Hollow (limit-removing) [ 2017.12.28 ] [ # ] Scotty - Nazi Revenant Orgy (boom) [ 2017.12.30 ] [ # ] Pegleg - Assault on the Mountain Garrison (vanilla) [ 2017.12.30 ] [ # ] cambreaKer - Cold As Hell (gzdoom) [ 2017.12.31 ] [ # ] dmg_64 - The Wind Guides You (gzdoom) [ 2017.12.31 ] [ # ] Obsidian - Big Flamewar at Little Temple (boom) [ 2017.12.31 ] [ # ] Matt Devlin - Portal Control (vanilla) [ 2017.12.31 ] [ # ] Pinchy - Lava Dome (gzdoom) [ 2017.12.31 ] [ # ] StormCatcher.77 - Time Parallax - Fiery Rooster Arena (gzdoom) [ 2018.01.01 ] [ # ] Spectre01 - Skindustrial Core (Sector 03) (boom) [ 2017.01.02 ] [ # ] bonnie - Sewers (boom) Map list: Doomworld Mega Project 2016 Doomworld Mega Project 2015 Doomworld Mega Project 2014 Doomworld Mega Project 2013 Doomworld Mega Project 2012
  11. @Bauul Level design is absolutely outstanding!! For me, this is the most expected project.
  12. StormCatcher.77

    Haunted Base

    From the first minutes I realized that this is not a typical job. Atmosphere here is a special emphasis. I also love Doom 3, and I'm very imbued with this map. The gameplay of most of the map did not seem difficult to me, although I managed several times to die by stupidity. The difficulties arose only closer to the finale, and then they could be avoided. It seems to me here is alot of ammunition, even too much. In the visual plan there is a certain monotony, diluted only by entourage, which sets by the sprite surroundings. Due to the large number of different rooms and ventilation shafts, the map attracts to explore itself. Most valuable in the experience of the gameplay are various unexpected situations, as well as moments denoting the presence of infernal power. This made the strong atmosphere in Doom 3 and works great here. First Demo Attempt - GZDoom 3.4.1 In general, keep it up! I see great potential here and I hope to see more your GZDoom maps in a future. In my collection: - Visuals (3 / 5) - Detailing (3 / 5) - Gameplay (3 / 5) - Atmosphere (5 / 5) - Difficulty (3 / 5) - Overall (3 / 5)
  13. StormCatcher.77

    Post Your Doom Picture (Part 2)

    @Bauul Many thanks! :D Your words encourage me to create further. I regularly see amazing shots here (including yours), so I try to experiment more to keep the bar of quality. Although, it turns out purely by chance, since haste is very much influenced, all decisions come spontaneously. On all the pictures that I've been published recently, a map for the 'Verse Hopper project, developed in 2 weeks. A couple more:
  14. StormCatcher.77

    What are you listening to?

  15. StormCatcher.77

    Post Your Doom Picture (Part 2)

  16. StormCatcher.77

    Post Your Doom Picture (Part 2)

    Again:
  17. StormCatcher.77

    Post Your Doom Picture (Part 2)

    A couple more ...
  18. StormCatcher.77

    Post Your Doom Picture (Part 2)

  19. StormCatcher.77

    Doom Wiki Month in Review (Issue #2)

    Wiki page about all Dragonfly's works is that i really need. Cool.
  20. StormCatcher.77

    The Quirky Domain (A GZDoom map for Doom 2)

    Here is version that i stored in my arhive: The Quirky Domain.zip
  21. StormCatcher.77

    The Quirky Domain (A GZDoom map for Doom 2)

    I think, unfortunately not... ;] I download it ... maybe yesterday.
  22. StormCatcher.77

    The Quirky Domain (A GZDoom map for Doom 2)

    I think this map will be an excellent example, as with the help of portals, mappers can renew the classic gameplay ... I'm very glad that the maps that use portals are starting to appear. It is the sense of gameplay that is what sets this map apart. The visuals of individual locations is quite diverse, but they are very conditionally joined together. It is felt that your original goal was not to create a whole visual style. In everything that I see, feels good surrealism. Even looking at the automap, I can see that you was have fun to creating this map :3 It's very positive feeling... The gameplay did not seem difficult to me, although in the industrial location I was once killed by arachnotrons. Player can leave some monsters to roam on the map ... and then with horror to face them all in a narrow corridor ... (see my demo). The moment near the yellow key, made me say - WOW! This place is played and it looks really cool! In general, great work! Definitely we need more maps with similar mechanics ... First Demo Attempt - GZDoom 3.3.2 In my collection: - Visuals (4 / 5) - Detailing (3 / 5) - Gameplay (5 / 5) - Atmosphere (4 / 5) - Difficulty (3 / 5) - Overall ... (4 / 5)
  23. StormCatcher.77

    DNA technology laboratory wad for Doom ][

    A qualitative map for survival. The author perfectly worked on the graphics. For its time, the map looks great. Just behind every corner, waiting for a player, are hiding a large groups of opponents, very effective in the narrow spaces of this big laboratory. The map should be carefully explored in order not to miss the weapons and keys that are in non-obvious places. Time to time we have to leave some monsters wandering in a corridors, so as not to waste ammunition. The situation changes slightly only when player's finds a berserk-pack. In general, the gameplay is hard, but leaves a good impression.
  24. StormCatcher.77

    Nova III - mapping deadline 31st October!

    For some reason it seemed to me that the project had already been completed ... Well, if it is not so, I would like to ask if I can take part? I had planned to join for a long time, but before that I wanted to get acquainted with previous parts in order to have an idea of the required quality of maps. Unfortunately, I did not find time for this. It would be great if there is an empty slot in the lunar episode. I'm also interested in the deadline. Just at the moment, I'm very busy IRL. The real work will start only after a few months. Just want to jump into the departing train (if it's still possible).
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