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StormCatcher.77

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Everything posted by StormCatcher.77

  1. 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.
  2. Last month's progress for the Hell Unleashed project:
  3. Holy names, so spectacular views! Each screenshot instantly attracts attention. I need to practice more in implementing open spaces...
  4. 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.
  5. 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
  6. Fun fact, initially Coma Moonlight was originally blue, but Killerkouhai suggested repainting it purple. And it was a super great idea! :D
  7. Infraworld - Coma Moonlight (Doom 2, GZDoom, 2020): Cursed Realms - Tomb Of Hunting Darkness (Serious Sam - TSE, 2018): Mors Ultima Ratio (Prodeus, 2021):
  8. Map "The Crusher" for Hell Unleashed in collab with MikeyScoots.
  9. 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.
  10. 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
  11. @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 ...
  12. @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.
  13. 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.
  14. RR is a very inspiring project for me and so nice to know that RC2 has seen the light of day. Great news!
  15. And first update is ready! Most importantly, the map now does not require additioal resources to work. There is no need to download a huge build anymore. Everything you need is collected in one 4 mb file. Same link to download. Also in the near days, map will appear on \idgames and ModDB.
  16. I remember this great map and like it alot! It's a shame that it received undeservedly little attention after its release. I don't like slaughter maps too much, but I hope this edition will correct the situation and give more fame to original.
  17. @Aurelius Wow, I am very glad for your attention. And thank you very much for such a detailed positive review! The best part is knowing that the map can bring a positive experience, and that I still managed to convey the verticality of Quake. Most of all, I was afraid that players would getting lost and waste time or misunderstood map mechanics, but it seems that this is not a problem, at least for an experienced player. And I'm just glad that everything works as it should... Speaking of teleports, returning player to a place nearby from falling, then ... it was difficult to set them up and it is not ideal everywhere. I was hoping that on a large map, players would prefer loading from save rather than walking back. You are absolutely right about architecture and gameplay. I know almost nothing about rules of good gameplay and am used to creating it at the very end of development, fitting it into ready-made rooms. So it was this time. Here I made no attempts to come up with the geometry of the map for a specific combat scenario, gameplay is born in development flow. The battles were additionally simplified, because on my old configuration (AMD Athlon II X2 \ Gigabyte HD 7770) there were serious problems with frame rate and I deliberately wanted to save players from unnecessary headache. Looking at the shots, I immediately noticed that the sky is from a completely different map. And this is weird... At startup, I just use the shortcut with the parameter -file maps\*.* +skill 3 +map map01. In the "maps" folder there are RR_RC1.pk3 and RR_RC2_ComaMoonlight.pk3 and everything works as intended. I completely forgot about these flickering portal-related artifacts, but alas, I don't know how to fix them. As for the rest, I will prepare an update tomorrow.
  18. 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
  19. I am forced to withdraw from the race, since I have not made progress over the past time and I still will not be in time. IRL stuff took too much time again. Hell, this is the second cool project (no, 3rd) that I leave out this year ... and +1 unfinished map in stock ... Anyway, good luck to everyone!
  20. Some WIPs of my map with temporary textures. 50\50 that I'm already loose my chance to finish it in time.
  21. Redesign of the hub map in Doom RPG Remake Project: Sorry, I don't quite understand what you mean (if you talked to me).
  22. The Crusher - map for the Hell Unleashed project. Collaboration with @MikeyScoots
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