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stochastic

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About stochastic

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    save-scumbag
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  1. @iddq_tea If MAP 30 doesn't have to be an IoS map, I'd love to claim the slot.
  2. @ViolentBeetle I made a minor change to my map - layout is exactly the same, just modified the revenant cages a little, making them more dangerous, per @Djoga's suggestion while playtesting my map. I won't make any enhancements after this :) Added the updated submission to my post. Thanks!
  3. A cozy cabin in my map "High Falls" from the yet to be released, Hell on World Tour
  4. I've been playing Doom for nearly all of my 31 years of life so far, but I never thought I'd become a mapper.. that is until last summer when, on a whim, I downloaded Ultimate Doom Builder just to see what would happen. I quickly fell in love with it, decided to build my first map ever for the Doomworld Maximum Project 2023, and I've been addicted ever since. Even if you don't consider yourself creative, I'd encourage you to give it a try if you love Doom - you might be surprised at how much you enjoy it! There are always several community projects that are very welcoming to new mappers, as well as many great and supportive folks in the community who will help you grow.
  5. Oops, fixed the missing texture and updated my submission file in my post. Also, spaced out the climb on the awkward exit so it's not quite as abrupt.
  6. Alright, here's MAP28. Played it a bit safe with my interpretation - basically included the major setpieces of the map, while trying my best to capture Sandy's absolutely bonkers texture choice. Let me know if anything needs fixing! UPDATED: TributeQuiltII-sto-MAP28(RC2).zip ORIGINAL: TributeQuiltII-sto-MAP28.zip
  7. My frozen hell/abyss map for the Scythe-inspired community project, "Rusty Drill" - very much still WIP, of course :)
  8. Some shots from my maps in the soon to be released, Doomium II
  9. I probably should be included in this as I haven't posted a status update in a while. I'm finishing up my map for Rusty Drill this weekend, then will put my focus on finishing up my Vanity map. I'm already 60% done, and will post updated screenshots next week.
  10. Hey @Astro X, I updated my map submission in my original post. Please use that version when playtesting. Thanks!
  11. I tend to avoid heavy realism/Doomcute and go for more abstract architecture and geometry. I really try to create fantastical or dreamlike worlds that evoke a tangible atmosphere, starting with that "big picture" idea and filling in the details later. As for combat, my maps are pretty trap-heavy because I don't really enjoy more passive, incidental combat. Overall, I haven't been mapping for long, so I'm still shaping my style. All I really know is that Doom is cool, and making maps is even cooler.
  12. @fai1025 Here's MAP 12: Map Slot: Episode 3, MAP 12 Map Title: "Chromatic Descent" Author: stochastic MIDI: "Mist" from Heretic by Kevin Schilder Download: Download (alll my Doomium II maps) Description: 3 vibrant, cavernous realms to traverse - Pick your poison (or water, or lava)... Dev Notes: Par Time = 13:30. This map was original slated for the E3 secret level, hence some occasionally gimmicky gameplay... but I think it works in the episode proper. Not 100% happy with the combat in this one, but did the best I could considering the deadline and build time of 6 days. I need sleep. Screenshots:
  13. Episode 4 and 5 are calling my name. Will definitely make something for this!
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