TerminusEst13 Posted July 21, 2017 (edited) There's been a drifter that's been makin' the rounds. He seems a simple enough fellow. Quiet. Polite. But I saw a peek of him, with a burnt cloak that hid a rock of a man, and a hat shadowing his face. I could see his eyes underneath, and they spooked me--shining with a light that wasn't of this world. He tipped his hat at me and wished me good day, but in that moment I felt like I'd glimpsed at eternity. I'd asked around town, and the folk had some tall tales to say about him. Some say that he's a demon, rebelling from his life in Hell and fighting against his former masters. Others say that he's a vampire, living forever off the blood of those he slays. Others say that he's a priest, doin' God's work on these forsaken lands. And yet others say that he's just a luckier and tougher son of a bitch than the rest. But whoever he is, they all say he's not so much driftin' through towns as he is...worlds. Goin' from one reality to the next, leavin' only hot casings and cold bodies. He won't be here long. He never is. Guess I can't blame him, not really any place on Earth that could fit a man like him. He only stays long enough to head to a bar, talk to some folks, get some food, and grab a bottle of Corzo white for the road. But such is the life of a drifter. Who knows where he'll head next? There's some real dark corners in the world out there... ----------------------------------------------------------------------- DOWNLOAD HERE. (24.3 mb)Hosting mirror provided by Powerhouse. v1.1b (22.4 mb)v1.1b mirror v1.0 (19.0 mb)v1.0 mirror Compatibility with Strange Aeons (Optional patch) CHANGELOG: Spoiler FOR V1.2: - Hexen support has been added! The red-headed stepchild of the idtech1 games, to be sure, but I've always had an irrational fondness for the game. It's now possible to play through Hexen and Hexen mapsets with High Noon Drifter, complete with unique items and even a unique weapon. - Also Harmony support. Because it took like half an hour and why not? - The alt-fire of the Gate of Anthrakia has been rehauled. The previous iteration was gimmicky, unintuitive, and completely random both in effectiveness and hardware demand. The new iteration now provides both a point-blank repulsion field and point-blank fire pulse of damage. This is now significantly more consistent in effectiveness, conveyance, and a player's FPS. - The Quickdraw in Doom has been completely rehauled. It is now an option for the BFG-tier spawn, and is now a reusable inventory item that can be charged up based upon player kills. - Because of the above, it's no longer possible to get Quickdraws from backpacks. - Using Taunt as Basilissa no longer plays Corzo's voice. - The ghost Reisings actually fire bullets now. Well, that was embarrassing. - Basilissa now takes even less damage from everything. - Grenade explosions now have their $limit set to 0, which should hopefully result in less silent explosions. - For people who want even more powerplay, a health regeneration cvar has been included to regenerate your health by one per second. Does not affect Basilissa for obvious reasons. - Sgt. Shivers has polished up the animation of the Cintia shotgun so that it's significantly clearer that it is actually lever-action. This has had the unfortunate downside of making the animation one tic longer. What a shame. - Hats no longer put blood on walls when shot. - If a weapon had already been picked up, and a map put an action special on the weapon, the resulting ammo spawn will now trigger the action special. - Basilissa can no longer pick up the Mystic Torch in Doom. - The Dead Radio ghosts now only last a limited time. A cvar has been included to restore infinite duration, if desired. - The Soul Satchel's spirits are no longer affected by timefreeze. - If someone fired the Mask of Basilissa alt-fire and then summoned Basilissa, Basilissa is no longer permanently affected by the slowdown. - The Dead Radio ghosts will no longer target Corzo's hat. - The Heretic keys on the HUD are now arranged in the proper order. - When holding fire (or reload) to ready up grenades for throwing, hitting Alt-Fire will drop simply drop them for a more controlled demolition. - The whip now foils invulnerability. - Basilissa's fire no longer frightens Boss enemies. - Being full on shells and then picking up a shotgun no longer provides the player with a mysterious ghost shotgun. - Thrown/mysteriously-vanished boomerangs will be restored on loading next map. - When the Spirit Bottle is picked up, the hat throw is now affected by the extra Berserk damage. - ChexVisorReplacement will no longer appear in Doom. - Corzo's hat is no longer capable of killing him. - The infinite Basilissa summon cvar now also applies to the initial summon cost for summoning Basilissa. - Basilissa can no longer be summoned mid-quickdraw. - There is now a cvar for items to be carried, like their Heretic equivalents. - Grenade duration is now very, very, very slightly randomized, so throwing two at the same time doesn't make them blow up at the same time. This is a completely useless change but boy did it rub me the wrong way. - If Revolver Starts Full and Revolver Uses Ammo is set to On and Gun Reloading is set to Off, the player will now start with a fistful of bullets to use with the revolver. Wow, that is such a niche scenario. - IDFA/IDKFA/Give All now actually gives the Summon Basilissa inventory item. - Picking up carryable inventory items (outside of the Mask of Basilissa) automatically activates the inventory bar in Doom, rather than it needing to be set via the menu. - Automatically recieving your revolver upon losing it no longer happens on a mapset's titlescreen. - The defense bonus for being in Basilissa's pentagram is now increased to 0.666. - A typo was preventing the UTNT fire trails from having randomized rotations. This has been fixed. - BulletSparks and GunSmoke effects have been renamed so as to prevent conflicts with enemysets that use them. - Booleans and Counters have had UNDROPPABLE replaced with UNTOSSABLE, so on hubs with inventory resets they no longer linger in the inventory and mess things up. - Multiplayer play with Basilissa has been improved, other Corzos on desummon will no longer teleport to different Corzo spawn points. - ATTN_NONE sounds have been changed to LocalAmbientSounds, so as to not disrupt netplay. - Boomerangs in multiplayer no longer chase other players. - Going back and forth in hubs no longer messes with the Dead Radio ghosts, nor does it break the player's height on sliding, nor does it fuck with the player's status because of errant powerups. - A bigfont has been added for text consistencies from game to game. HND messages in Heretic, for example, will no longer be missing characters and should no longer cut off at the edges. - For ease of viewing the menu options, especially when the titlescreen turns to the filled-with-white-text credits image, the menu now dims a dark black when hit. - The main menu options have been centered for no other reason than to appease my OCD. - Hey, it's really annoying if you find like 15 chainsaw spawns and can't get anything from them. After picking up nine boomerangs, the tenth spawn will be a different weapon, and then afterwards will be armor. - Angling the grenades just right to have it bounce just before it explodes would cause an infinite series of explosions. This has been fixed. - There are now a variety of different cvars to start with different equipment on fresh starts/pistol starts. You can start with the Nimurdal Boomerang, the Cintia 1901 shotgun, the Heki bow, the new Dead Man's Holster, Basilissa, and/or a backpack. - Discarded SMG magazines now have a bounce cap to keep them from bouncing forever on floors lowering down. - Same with discarded grenade pins. - Revolver bullet casings are just a touch less bounce-happy. - The randomness of the Dead Man's Holster spinning bones have been converted to frandom for slightly more randomness. Will not suddenly result in holding up a spork. - Grenade sprites have been renamed so as to not cause conflicts with enemy sets making use of grenades. "NADE" is a common spritename, turns out! - Basilissa is now immune to both the InstantDeath, Massacre, and Extreme damagetypes, as landing on insta-kill floors with those caused crashes. - Basilissa is now immune to being telefragged. - Basilissa now has +DONTRIP, like a boss character. - Basilissa is now immune to the Firemace's charged shots, for custom maps that use those as a trap. - Basilissa is now immune to being banished by the Banishment Device. - Basilissa is now immune to being morphed into either a chicken or a pig. - The Mystic Torch now has a cvar to alternate between being a simple PowerLightAmp or a big dynamic light. For some reason, it would cause lags on certain maps, with seemingly no correlation between any of them. I can't fix it, so have an option to change it. - Herbs have had their color very slightly randomized, which should help them pop out against monocolor grounds. - There is now an option to have the caltrops spawn as replacements for armor/health bonuses in a 1/7 chance. - The Dead Man's Holster now automatically reloads the Thunderhawk when activated. - The ending picture for Heretic now has detailing and shading. - There is now a hotkey for summoning Basilissa and using the reusable Dead Man's Holster. - Because there is literally 0 Chex Quest enemy mods or good mapsets that make good use of enemy replacements, the Samsara Chex monsters have been integrated into HND. - Going through an exit while double-loading the super shotgun should no longer start the map with 4 shells and no quad-shot. FOR V1.1: - Support for Heretic has been added! It's now possible to play through Heretic and Heretic mapsets with High Noon Drifter. It even comes with a handful of its own unique items... - With support for Heretic now also comes an influx of new cvar options. You can turn on your current inventory item display in Doom, for maps that have inventory items in them. - Chex Quest support has been added as well. I added this while drunk. The wanderings of a drifter leads to strange, strange places... - As there are significant smallfont inconsistencies in character amounts from game to game (Heretic is woefully lacking on punctuation!), a smallfont by Jimmy has been included. - "Fluff" has been renamed to "Personal taste" to more accurately reflect what the cvar options are about. - Slightly increased Basilissa's regeneration while near her pentagram - Slightly increased Basilissa's ammo drain while summoned - Players and voodoodolls no longer pass through each other. - Enabling the autofire cvar no longer has a weird frame at the end of the Mask of Basilissa's Reload fire. - Holding down fire no longer autofires the Mask of Basilissa's Reload fire. - Holding down reload with autofire off no longer autofires the Mask of Basilissa's Reload fire. - Spamming reload/whip with the revolver mid-firing no longer permanently lights up a level. - In the event a level has multiple automaps at once, ergo loading multiple bows, picking one up does not auotmatically bar you off from the other bows. - The liferope now interpolates and wiggles, along with proper icon placement. - Overhealth liferope no longer appears when Basilissa is summoned. - Revolver now respects "Reload on dryclick" when the "No Reload" option is set to "Only revolver reloads". - Redone muzzleflashes by Fran! Thanks, mate! - Whipping entities with a Berserk'd whip that don't have a Pain state no longer causes them to vanish. - Whipping +Dormant entities with a Berserk'd whip no longer activates them while keeping their invulnerability. - The Thunderhawk revolver now only ejects as many bullets as has been fired. - The damage range of shots for the Sierras have been changed from 7-10 per shot to 5-10 per shot. - The screen flash effect for the Berserk pickup is slightly less intense. - Fixed misalignments in SNDINFO. Yes, it mattered. Shut up. - Ammo sprites have been renamed so as to prevent conflicts with maps that replaced default ammo sprites. - The Gate of Anthrakia's alternate fire can no longer be tapped for infinite ammo. - The Mask of Basilissa no longer has infinite ammo after whipping it. - The Montaraz 1899's quad-shot now gibs enemies at close range. - Corzo dying without his hat should no longer blow his hat off. - The hat's alert radius is now slightly larger. - If a player has pistolstart mode on, the shotgun, mask, SMGs, and bow will no longer turn into ammo drops if the player had picked up one on the previous level. - At the end of the SMGs' firing states, there is no longer one single tic where the guns don't fire. - Corzo's hat now has full rotations, as God intended. - Thrown grenades eject out their spoon on being thrown. - Basilissa's horns no longer rest on top of the overlap map or meta HUD info. - The autofire option now has an "automatic fanning" option. - Sliding and summoning Basilissa mid-slide no longer results in Basilissa squishing Corzo. - The Heki bow is now slot 1 instead of slot 0. - Boomerang damage reduced from 60-75 to 60-70. - The Gate of Anthrakia's staff fire has had the alt-fire damage reduced. - Sierra did not mean what I thought it meant. The Sierra SMGs have been renamed to Grasa. Oops! - Fixed a typo in the Soulsphere/Errant Spirit pickup. - All weapon/item text has been converted to LANGUAGE. - The burning off Basilissa's mask/weapons now damages every 10 tics, instead of 5. - Mor'ladim has redone the M12's pickup sprite so that it looks better! Nice! Thanks! - Added more feedback to the Mask of Basilissa's reload fire. - The V45 Grenades weapon pickup can no longer be infinitely picked up. - Missed arrows can now be picked up again. - To accomodate this, arrow ammo pickups have been slightly reduced from 25 to 20. The max ammo cap has been increased from 300 to 400. - In the off-chance that a player picks up a Satchel of Spirits/Megasphere and then summons Basilissa, Basilissa getting the souls now properly respects her health value. - Basilissa can no longer acquire armor from the Satchel of Spirits/Megasphere. - Taking damage as Basilissa now deprives a bit of magic each time. - Basilissa's cost has been frontloaded--rather than 40 to summon and 40 to de-summon, now it's a flat 80 to summon. - When a hat is thrown after throwing a boomerang, the state will end properly if the player catches a boomerang before returning to normal. - The Mask of Basilissa pickup now has a better and more accurate sprite. - There is now an option for the Thunderhawk revolver to use ammo. - Basilissa's increased stepping height, jump height, and movement allowed her to accidentally get out of maps. She now has infinite mid-air jumping to help her back onto maps in case she gets out. - The whip smoke/bow smoke has been renamed from SMOK to SMEK so as to reduce conflicts with ZDoom mapsets/maps that use that sprite. It's a surprisingly common name. - The Boomerang pickup, when dropped, should no longer give 0 ammo. Likewise, it should no longer randomly give 2 ammo. - The alternate fire for the Mask of Basilissa no longer has such obscenely crazy knockback. - Enemies walking over Corzo's hat should no longer spam the bouncing noise. - There is now a cvar to make the grenades shootable. - Thanks to Fran, we've got a higher-resolution logo! Thanks very much, mate! - For folks having trouble keeping track of how often they run dry, a helpful reload indicator has been added as a cvar. - A lot of items now have had +FLOORCLIP added to them for terrain mods/maps with defined terrain. - The Mask of Shadows now applies +GHOST to the player. - Bulletpuff debris no longer stands on top of water. - The grenade shrapnel damage has been reduced slightly from 1-4 to 1-3. - There is now a new and unique cursor for the menu. - By surprisingly popular demand, there is now a taunt button. - Basilissa's shoulder charge now always collides with bosses, even if they have less mass. - The powerup dummy actors no longer cause splashes. ----------------------------------------------------------------------- High Noon Drifter is a GZDoom weaponset where you play as a gunslinger that's stuck around for a little longer than the end of the wild west era. The weapons and overall tone is relatively low-tech, complimenting more natural-style mapsets for roaming around castles, ruins, and other assorted gothic setpieces. You make use of some ordinary guns that any joe could scrounge up, a handful of antiquated pieces, and a couple dark artifacts in a quest to dispense frontier justice to an ethereal threat. If you've been craving a "Weird West" sort of weaponset, or even more of an adventurer-type rather than a soldier using military tech, hopefully this'll be up your alley. High Noon Drifter is also a simple and gimmick-less weaponset, probably the most straightforward mod I've made yet--you pick up the guns, hit the fire button, they go bang and kill the demons. A lot of gameplay mods nowadays come with a sort of a big crazy gimmick or a whole bunch of over-the-top weapons with lots of intricate functions. And that ain't a bad thing! But with this, I wanted to re-study the basics of what makes a gun fun to use, sticking with just the basic weapon types and then making them N E A T. This also provided me with an opportunity to familiarize myself with the intricacies of ZScript and Anonymous Functions before using them on a certain bigger project, because Lord knows both of those provide a lot of fun and laughs. FEATURES: - Works in Doom, Doom 2, TNT: Evilution, Plutonia, Heretic, and Hexen! Well, and Chex Quest and Harmony. - An idiot's first attempts at ZScript, with slowly more integration and usage over time! - A complete weaponset with 10 (technically 11) different weapons to play with! - A whole bunch of new and original graphics! - All Doom/Doom 2 items and weapons have been replaced! - Compatibility with most Boom and ZDoom mapsets! - Monsters are un-touched, allowing people to load with their monster packs or gore systems of choice, or for custom monsters in maps to not break horribly! - A bunch of cvars to customize your gameplay experience how you want! - A unique, never-before-seen-in-Doom "Hat System" that keeps track of whether you're wearing your hat or not and adjusts accordingly! - Compatible in multiplayer! I think? I mean, I haven't tried it, but some friends tell me it works, so... - A dedicated "crash the game" button, just hit Mission Objectives! SCREENSHOTS: CREDITS: Spoiler GRAPHICS: =============================== - All FLM* sprites from Take No Prisoners - CFCF and CFFX sprites from Hexen - Misc fire effects taken from the Particle Fire Enhancer by Z86 - Grenade explosions ripped by DBThanatos - Grenade explosion ring from Marathon - Grenade explosion smoke from Marathon - Grenade shrapnel from Duke Nukem 3D - Spent casing graphics by Captain J - SMG spent magazine graphics from Shadow Warrior - HUD graphics done from cobbling bits and pieces together from Mageslayer, Arx, Killing Time, Elder Scrolls: Daggerfall, Legend of Heroes: Trails in the Sky, Odin Sphere, Dark Incursion, Ys Origin, Resident Evil: Director's Cut, Marvel Super Heroes: War of the Gems, and Ecchi na Bunny-san wa Kirai? 2 - HUD font from Koumajou Densetsu II: Stranger's Requiem - HUD revolver drum by Captain J - HUD bullets by breadbagfly - HUD shells from NAM - HUD grenade from Fallout Tactics - HUD boomerang from Joe & Mac: Caveman Ninja - HUD whip from Castlevania: Portrait of Ruin - M_SKULL taken from a Fistful of Doom - Nashville font by Disturbed Type - INTERPIC drawn by FRAN - Corzo White player sprites taken from A Fistful of Doom and Hexen, edited profusely - Basilissa player sprites done by HDoomguy/Mike12 - Player deathsplosion effects from Cybermage - Titlescreen makes use of dead Pinky drawing by natan77 - Logo done by FRAN - Reload HUD text by FRAN - New Heretic FINAL1 graphic by Arborix and Sgt. Shivers - Smallfont by id Software and Jimmy - HUD graphics for the reusable quickdraw by FRAN - BIGFONT assembled together from CastleVania: Chronicles, CastleVania: Symphony of the Night, and Legacy of Kain: Blood Omen WEAPONS: - Arms/hands from Hexen, with additions by Neoworm - Muzzleflashes from Blood - Nimurdal weapon and projectile sprites by Captain J - Whip sprites by Mike12 and Captain J - Thunderhawk by Captain J - Cintia 1901 pickup sprite by seclongo and Killing Time - Cintia 1901 sprites by Sgt. Shivers and JoeyTD - Montaraz 1899 sprites by GAA1992, Doom 64, and BreadBagfly - Montaraz 1899 pickup sprites by Captain J - M-12 Grasa sprites by Captain J and Mor'ladim - Grenade sprites by Captain J - Gate of Anthrakia by Captain J - Gate of Anthrakia fire and pentagram from Arx - Mask of Basilissa sprites by Captain J and Mor'ladim - Mask of Basilissa primary blast fire taken from Arx - Mask of Basilissa pickup pentagram by Icrangirl - Mask of Basilissa pickup pentagram particles from Citadel - Mask of Basilissa pickup pentagram flame from Carmageddon - Mask of Basilissa attack animations by Sgt. Shivers - Corzo pentagram sprite from Arx - Heki by Captain J and Neoworm - Arrow projectile sprites from TAO 3D - Basilissa horns by Arborix - Basilissa hands by DrPyspy - Basilissa spawning animation by Sgt. Shivers - Basilissa summoning fire from Hades 2 - Basilissa shielding orbs by Slayer - FFIR* sprites made by Keksdose - Bow zoom effect uses graphics edited from ChaNoJa Jewelry and Texture 117 2560X4111 by FrostBo - Double Whip pickup sprite by Sgt. Shivers ITEMS: - E-Beer Cans for pictures of beer cans, sprite-ified by Captain J ( http://www.ebeercans.com/ ) - Medical kit taken from http://qingbag.manufacturer.globalsources.com - Leather armor/Plate armor/Scrap armor/Combat harness sprites taken from Fallout 2 - Grenade ammo sprites taken from Fallout Tactics - Protective Gear taken from Fallout Tactics and Duke Nukem 3D - Backpack sprites taken from Take No Prisoners - Coin sprites edited from Cadillacs & Dinosaurs - Herb sprites taken from TAO 3D - Skull keys taken from Koumajou Densetsu II: Stranger's Requiem, modified - Keys taken from Arx - Magic small ammo sprite by Aguares - Magic large ammo sprite from Saints of Virtue, made not-shit by Mor'ladim - Rocket Box ammo sprite taken from Breadbagfly - Shell ammo sprite from Duke Nukem 3D - Shell box sprite by Captain J - Clip ammo sprite by Zrrion the Insect - Clip ammo box sprite by Agaures - Mask of Shadows designed by Thomas Murray ( http://www.tmurrayarts.com/archive1/sculpture/citipati-pair-plate-62/ ) - Torch sprite taken from Magestorm - Totem of Earth sprite taken from Pitfall: The Mayan Adventure - Totem rocks taken from Pokémon Mystery Dungeon: Red Rescue Team - Soulsphere sprite from the Grand Fate Paradox - Megasphere sprites all edited from CastleVania: Symphony of the Night - Spirit Bottle pieced together from Odin Sphere, Suikoden II, Resident Evil Gaiden, The Guided Fate Paradox, and Art of Fighting - Dead Man's Holster sprite taken from the Cochise Leather Company - Dead Man's Holster bones sprite drawn by Bloax - Caltrops sprites from Shadow Warrior - Nightmare Saddle sprite from To The Moon - Dead Radio sprite edited from Cadillacs & Dinosaurs - Dead Radio ghost guns sprites by Captain J - G.I. ammo sack edited from Resident Evil: Director's Cut - Lucky Horseshoe sprites taken from Spyro 2: Season of Flame MUSIC: =============================== - D_DM2TTL: Ito Tsubasa - Party Night - D_READ_M: Asura's Wrath - Orphan Wolf Legend (Wind) - D_DM2INT: F4LL0UT - Western (MatchTwo) SOUNDS: =============================== - All sound sources credited in SNDINFO.txt - Sound libraries taken from include: ^- 369 Music ^- Bluezone Corporation ^- Chronicles of Riddick: Assault on Dark Athena ^- Devil May Cry 3 ^- Diablo 2 ^- Doom 3 ^- Elder Scrolls: Oblivion ^- Elder Scrolls: Skyrim ^- EpicSoundFX ^- Fallout 4 ^- Fallout: New Vegas ^- FEAR ^- Freesound.org ^- Gears of War ^- General Series 6000 ^- Halo: Reach ^- Indiana Jones and the Emperor's Tomb ^- Insurgency ^- Killing Floor ^- Left 4 Dead 2 ^- Mortal Kombat 9 ^- Mortal Kombat X ^- Neverwinter Nights ^- Painkiller ^- Postal 2 ^- Quake III ^- Ragnarok Online ^- Resident Evil 5 ^- Sonniss.com Game Audio Monthly ^- Sony Loops & Sample Library ^- Sony Pictures Sound Effects Series ^- Soundious ^- STALKER: Shadow of Chernobyl ^- Street Fighter 4 ^- Touhou Shinkiro - Hopeless Masquerade ^- World of Warcraft CODE: =============================== - Kodi for the set-fire-to-enemies ZScript code - TheZombieKiller for the footsteps and Basilissa thru-lower-tier-monster charge - SoundOfDarkness and Scotty for the Nimurdal's guided alt-fire - JayJay the JetPlane for the Sliding system - PillowBlaster, for pointers on fire and fire spawning effects - DrPyspy, for actually helping out when I had issues with ZScript, unlike other people whom will remain nameless - Basilissa fire pentagram code taken from the Hellsmith off Realm667 - Zhs2 for the quickdraw system, the Dead Radio ghosts persisting through hubs, multiplayer-compat for Basilissa's spawning, and multiplayer-compat for the guided boomerangs. - Gollgagh for the majority of grunt work for Hexen compat - Repo Man for the basis of Lord Snotfolus' behavior in Chex Quest - Nash for Nashgore, which provided a lot of basis for the Flemoid splats in Chex Quest ETC: =============================== - Combine_Kegan, PillowBlaster, and TopCorgi for idea-tossing and random bullshitting - Darkwatch, Mortal Kombat X, Waku Waku 7, Sunset Riders, Wild Guns, and Wild ARMs for inspiration. - Comrade Richard Johnson for the idea for the alternative fire for the Nimurdal - Ryan_Cordell, Combine_Kegan, nax/cory quadruplechins, and Sgt. Shivers for shitposting - Basilissa character design by Arborix - Corzo White character design by Sgt. Shivers - Redead-ITA for Italian translation of LANGUAGE - Jimmy for the Harmony midi pack, so that I didn't have to break my head on working around Harmony's music limits - Testers: ^- a1337spy ^- nax/cory quadruplechins ^- Combine_Kegan ^- burabojunior/Manbou ^- Yholl ^- Pillowblaster ^- TopCorgi ^- Nyss ^- iSpookulon ^- Zanieon ^- Kepesk ^- FlyingComputer ^- DustZero ^- Jimmy ^- Jabronii-chan ^- steev ^- Amlealok ^- DavidPH ^- Slax ^- anomalouslymandatory ^- DasCake ^- Zhs2 ^- The anons of /vr/ WHAT SHOULD I PLAY THIS WITH?: Spoiler Suggestions for monster packs:Kriegsland (the monsters-only addon, rather)BratwurstHell's ArmyLegendoom LiteDoomRL Monsters Suggestions for levels:A Fistful of DoomAncient AliensBrotherhood of RuinBrotherhood of Ruin: The Lost TempleCastle NevermoreClockwork 70crusades.wad, Issue 1Dark CastleDark Tide (requires The Return textures) EpicEpic 2Eternal DoomEternal Doom IVThe EYEDissolutionHell GroundKhorusLegacy of HeroesMayan MishapNewgothic Movement 1Newgothic Movement 2 Plutonia (You should already have this)Plutonia 2Plutonia Revisited Community ProjectREAL: Doom 2 ConversionRYLAYEHScimitarZaero: Episode 1 Edited November 17, 2017 by TerminusEst13 : v1.2c update 27 Share this post Link to post
Albertoni Posted July 21, 2017 A little bug report: If you shoot the starting revolver and start to click the whip like a madman so you whip while the level is still bright, you keep the level lighted up until you fire again. GZDoom 3.1.0, software rendering. 0 Share this post Link to post
Koros Posted July 22, 2017 This is extremely awesome. Honestly, I haven't even used any of the guns at all because the boomerang and whip is all I need. Not joking. 1 Share this post Link to post
Gothic Box Posted July 22, 2017 At first I read the title as a mod that recreated McCree from Overwatch, but this is a million times better. Those dual grease guns are giving me the shivers. 0 Share this post Link to post
R1ck Posted July 22, 2017 Some fellas have version error launching it with GZDoom 2.5. Is that means it's not compatible? 0 Share this post Link to post
Koros Posted July 22, 2017 3 hours ago, R1ck said: Some fellas have version error launching it with GZDoom 2.5. Is that means it's not compatible? Play on the newer 3.1 version or GZDoom. 0 Share this post Link to post
Officer D Posted July 22, 2017 This mod is a blast. I love it when gameplay mods have a large variety of customization. Nicely put together! 1 Share this post Link to post
R13 Posted July 22, 2017 Oh good, another gameplay mod by TerminusEst. Are you already planning to leave it unfinished at some point? Sorry for sass, but yeah, mod loks great and all, but after you left us with *third* unfinished mod, I'm not sure it's worth investing time and bandwidth into fourth. 0 Share this post Link to post
Jimmy Posted July 22, 2017 (edited) 1 hour ago, R13 said: Oh good, another gameplay mod by TerminusEst. Are you already planning to leave it unfinished at some point? Sorry for sass, but yeah, mod loks great and all, but after you left us with *third* unfinished mod, I'm not sure it's worth investing time and bandwidth into fourth. ...this one is finished, though?? And tons of fun at that. Go play this instead of being a Sadpants McGee. 6 Share this post Link to post
DoodGuy Posted July 23, 2017 I was brought here by fran, he did not dissapoint! 0 Share this post Link to post
Tango Posted July 23, 2017 this is a ton of fun! I really like the ssg double reload mechanic, don't think I've seen anything like that before. and the grenades are really fun to use 0 Share this post Link to post
Officer D Posted July 31, 2017 Not sure if this was addressed in one of the other Doom forum but when performing a slide and using the Basilissa transformation, the player will not return back to his original height and stay midget size. Also monsters will no longer aggro onto you. 0 Share this post Link to post
TerminusEst13 Posted August 1, 2017 Thanks for playing, everybody! I'm glad you folks seem to be enjoying it so far. 5 hours ago, Officer D said: Not sure if this was addressed in one of the other Doom forum but when performing a slide and using the Basilissa transformation, the player will not return back to his original height and stay midget size. Also monsters will no longer aggro onto you. Fixed, thank you. I'll try to release a v1.1 soon, addressing a good handful of bugs and issues. 2 Share this post Link to post
paymentplan Posted August 1, 2017 Really fun stuff. Played a handful of Bloodstain maps with it. Had to turn reload to revolver only! That's probably a little cheaty, but I have more fun with it. I don't think I'll ever get used to using the slide, though. Great release, Term! 0 Share this post Link to post
Marcaek Posted August 1, 2017 "Oh good, another gameplay mod by TerminusEst. Are you already planning to leave it unfinished at some point?" I keep hearing this meme, but it ignores the fact that almost all of those mods are feature-complete enough to play as intended and are only "unfinished" because term builds on them as he goes and moves on when he's done. 2 Share this post Link to post
Albertoni Posted August 2, 2017 Hey Terminus, think you could include a readme.txt on how the weapons work in the next version? For example, I see you spinning the revolver in the trailer, but hell if I figured out how to do it. The last weapon also left me with questions, since I didn't use the transformation other than as a quick test, in fear that when it ended (couldn't figure out how to end it prematurely too) I'd lose the weapon. 0 Share this post Link to post
TerminusEst13 Posted August 10, 2017 Sure, a readme might be good. Or, at the very least, a second page to the Read This in the menu that explains some functions. A lot of people seem to be unsure of the finer nuances of some guns, and some things are a bit more subtle than the others--like pretty much the entirety of the arrow's damage. Hopefully I'll be able to clear things up. (Also the revolver spinning is the Zoom key!) 0 Share this post Link to post
paymentplan Posted August 10, 2017 Oh that reminds me I spent a while in the menus trying to figure out how to throw a grenade before I found out it was the RL replacement. D'oh! 0 Share this post Link to post
rehelekretep Posted August 11, 2017 looks great! how much inspiration did you get from Outlaws? loved that game :D 1 Share this post Link to post
TerminusEst13 Posted August 12, 2017 Not very! The biggest source of inspiration for this was Erron Black from Mortal Kombat X, with some touches of Darkwatch and Wild ARMs. Good games. 0 Share this post Link to post
DoodGuy Posted August 12, 2017 7 hours ago, TerminusEst13 said: Not very! The biggest source of inspiration for this was Erron Black from Mortal Kombat X, with some touches of Darkwatch and Wild ARMs. Good games. Speaking of Erron Black, can we get his one liners in the mod? 0 Share this post Link to post
loveless Posted August 13, 2017 23 hours ago, TerminusEst13 said: ...Wild ARMs. Good games. My all-time favorite game. God bless you, Nelson Muntz. 0 Share this post Link to post
TerminusEst13 Posted August 16, 2017 Hello, friends! I've been rather surprised about the reception to my simple cowboy gameplay mod so far, but I'm very glad folks like it. I’ve had a lot of fun working on it, and even during my break after releasing it I couldn’t help but prod at it a little more to address the issues and critiques people had with it. Things piled up bit by bit, and now I've got a nice ol' 1.1 build with a lot of bugfixes and little bits of polish added. Probably the most interesting thing you’ll note is Heretic support. An acquaintance sent me over some code for a really cool Quickdraw-esque thing, and I liked it a lot but wasn’t sure how to put it in. So I asked people what they thought. One frequent ensuing suggestion was to make it a one-time use item, like a Tome of Power. Then on a dev stream, a viewer suggested running around in Heretic. I shrugged and gave it a shot, slotting it in Heretic and replacing the Tome of Power, and it turned out to be really fun! So Heretic support has been added, and comes with its own curious array of items. I also added Chex Quest support after a bit of drinking because it took like five minutes. A nice little thing, if I say so myself. But, obviously, I'm a little biased. Still, I hope you all enjoy. I wasn't able to put everything into this build that I wanted to, and I wasn't able to address everything, but hopefully it's good nonetheless. Let me know if anything seems off or if you think something can be done better. Please enjoy. 4 Share this post Link to post
R1ck Posted August 16, 2017 Been your fan from demonsteele v1. Will you include toaster console command on next version? Also. The whip seems have slow feedback when I tried to use it rapidly. 0 Share this post Link to post
TerminusEst13 Posted August 16, 2017 Toaster command is in! In Mod Options, please go down to Optimization settings. You can modify different things as you see fit, here. 1 Share this post Link to post
Officer D Posted August 22, 2017 (edited) Love the new update. I'm encountering sound issues when spamming dual grenades, set to explode on impact. The second pair of grenades don't play the exploding sound. Is there a sound setting to fix the issue or is this a bug within the mod? All the sound settings are pretty much default. 0 Share this post Link to post
TerminusEst13 Posted August 23, 2017 I believe it's a bug in the mod itself. I looked in the SNDINFO and noticed that the $limit I'd defined for the grenade explosions at some point had been removed, so now I've restored it. It should be in the next version. Thank you for letting me know! 0 Share this post Link to post
rodster Posted August 23, 2017 (edited) I can't believe this, a wad/mod like this was my secret wish, this looks very awesome and very nice idea with the Boomerang, good job! Gonna play it soon. Thank you for making this! It also remembered me of Outlaws (a little bit) ^^ :D 2 Share this post Link to post