Search found 11 matches

by StormCatcher.77
Tue Oct 26, 2021 8:23 am
Forum: Levels
Topic: Infraworld - Coma Moonlight
Replies: 9
Views: 4218

Re: Infraworld - Coma Moonlight

Bump... The map seems to have gone unnoticed here. Perhaps because of a not very successful release time, maybe because of technical problems at the start. Anyway, the map is at its best right now if anyone wants to give it a try.
by StormCatcher.77
Mon May 17, 2021 5:57 am
Forum: Levels
Topic: Infraworld - Coma Moonlight
Replies: 9
Views: 4218

Re: 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 ...
by StormCatcher.77
Sun May 09, 2021 10:10 am
Forum: Levels
Topic: Infraworld - Coma Moonlight
Replies: 9
Views: 4218

Re: Infraworld - Coma Moonlight

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.
by StormCatcher.77
Sun May 02, 2021 2:08 am
Forum: Levels
Topic: Infraworld - Coma Moonlight
Replies: 9
Views: 4218

Infraworld - Coma Moonlight

Game: Doom 2 Port: GZDoom Slot: MAP01 Mouselook, Jumping, Crouching: Yes Desctiption: 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 ...
by StormCatcher.77
Thu Jan 17, 2019 9:48 pm
Forum: Bugs [GZDoom]
Topic: Sector Portals not allow items to fall through them.
Replies: 0
Views: 504

Sector Portals not allow items to fall through them.

I noticed that objects (items, decorations, dead enemies, etc.) do not pass through interactive sector portals. The player and alarmed enemies do this without problems, but not objects. I tried to throw them using ThrustThingZ, but it does not help. I noticed this bug for a long time, and remembered ...
by StormCatcher.77
Thu Dec 13, 2018 9:59 pm
Forum: Levels
Topic: Time Parallax - The Burial Vault (Vinesauce DMC II)
Replies: 3
Views: 2711

Time Parallax - The Burial Vault (Vinesauce DMC II)

Description: The year is coming to an end, and it is rather sad to observe how a map made at the very beginning of the year has been gather dust for so much time. I think now, on the eve of the New Year, this is a good time to share it. I have pretty harsh memories about creation of this map. It ...
by StormCatcher.77
Sun Mar 04, 2018 5:22 am
Forum: Closed Bugs [GZDoom]
Topic: [GZDoom 3.2.5] Massive visual glitches during demo recording
Replies: 7
Views: 1018

Re: [GZDoom 3.2.5] Massive visual glitches during demo recor

I always make backup copies for such cases. My configs: http://www.mediafire.com/file/ishl96apkil4xcr/GZDoom%203.2.0%20Configs%20%28SC77%29.zip I've always updated GZDoom simply by replacing all files in the root folder with new files from the archive. Ini-files, as far as I remember, were created ...
by StormCatcher.77
Sun Mar 04, 2018 5:07 am
Forum: Closed Bugs [GZDoom]
Topic: [GZDoom 3.2.5] Massive visual glitches during demo recording
Replies: 7
Views: 1018

Re: [GZDoom 3.2.5] Massive visual glitches during demo recor

Thanks, it works. Yes, I deleted all ini-files and it stopped. Now i have to reconfigure everything anew ...
by StormCatcher.77
Sun Mar 04, 2018 12:39 am
Forum: Closed Bugs [GZDoom]
Topic: [GZDoom 3.2.5] Massive visual glitches during demo recording
Replies: 7
Views: 1018

[GZDoom 3.2.5] Massive visual glitches during demo recording

I probably chose the section incorrectly, because this problem appears both in Software and in OpenGL, but it looks different ... I ran into a very annoying problem when I updated GZDoom to version 3.2.5. The bottom line is that if you save a game (or load a saved one) during a demo (a recordmap ...
by StormCatcher.77
Wed Nov 15, 2017 2:06 am
Forum: Levels
Topic: GreenBase Release
Replies: 12
Views: 2760

Re: GreenBase Release

The map looks good, but it's too short. The gameplay is pretty easy. I constantly expected that crowds of monsters would start appearing from secret walls, but no. The view clings to the small details in the rooms, it's excellent. It would be worthwhile in the future if rooms differ from each other ...
by StormCatcher.77
Sun Aug 06, 2017 9:20 pm
Forum: Levels
Topic: [Release] Waterlab GZD
Replies: 111
Views: 43610

Re: [Release] Waterlab GZD

The really strong work. Lighting and background sounds create a startling atmosphere! The number of secrets is just off scale! :D The first time I was able to find only 10 (or 11, I do not remember). Apparently, these were the most elementary. It seemed to me that the secret with the megasphere ...

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