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About TerminusEst13

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    Burgin' Member
  1. I'm probably the biggest stickler for credits out of anyone, I'm obsessive about crediting every single thing I can and I pester my co-modders to do the same. Nobody else is as much of a fucking nerd about credits as I am, I'm already well aware of that. But I also know that other people aren't exactly hoping to make a living off of this, so I can let it slide. Mark is. He's explicitly stated on his Patreon he wants to turn Doom modding into a full-time job. That's cool, I'm glad a Doomer can do that in Current Year, best of luck to him. But if he's going to want to make $$$$$$$$ using some of my work, I think it's only fair that he tells people what's actually mine. That's not a problem, right? Now, it's not my product, so I shouldn't be the one needing to play catch-up for him. It shouldn't be other people that has to play archivist. But I'm glad that Mark's been willing to admit "Oops I messed up" and update the credits list appropriately, I'm looking forward to seeing my name included among the spriters. Hopefully he'll be willing to take a bit of time to maintain the list as the project goes on and keep DetailedCredits.txt up-to-date with accurate information about who did what.
  2. I mean, even with just a cursory glance, I found the 12DG* death sequence by Mike12 and me from Samsara's nightmare gore to be uncredited. And this isn't the first time I've found stuff of mine in, I can only wonder what would happen if I actually dug through the files. Trust me, I know how difficult it is to keep track of things, with such a huge community! But the burden of crediting is not (and should not) be on other people. It's up to you to keep a list of who did what and update it as needed, especially now that you're making money off other people's work.
  3. This is the strangest complaint I've seen. It rolls off the tongue the exact same way, it's the same pronunciation. Y'all are weird. But that's okay, I still like you guys.
  4. The BTSX episodes / Return to Hadron episodes are separate projects in separate files. They're independent releases that stand by themselves. The Blade of Agony episodes are compiled into one bigger project. Likewise, something like Adventures of Square wouldn't get any sort of award with any subsequent episode releases. Simple as that, really. But, again, that was only one part of the reason. So even if you disagree with that, which is fine, the more important reason is that the majority of us very much did not enjoy playing it.
  5. About six of A, half a dozen of B. Blade of Agony is one singular project, and it already got an award. There's really no need to award one single project multiple awards for all of its chapters. Likewise, there was a huge amount of competition for the top-ten. You'll notice that there's more runner-ups than previous years. We almost had an even 10th, too! But even with that, we gave it an honest shot Just In Case, and...nearly unanimously did not enjoy it.
  6. rigged
  7. No Buns In Sight.
  8. You cannot crush my optimism.
  9. For posterity's sake, I decided to tally up all of the total votes mentions. This in no way affects a mod's chances of winning, nor did it influence any decisions, but it's still fun to talk about the stuff we liked playing. MAPS: NOT MAPS: 2017 was a fantastic year full of good mods, good maps, and cool things. Great work to everyone. It sounds sappy, but you're all winners to me. Here's to an even better 2018!
  10. I’ve been surprised time and time again by the reception to this little mod. I only started it as a way to figure out ZScript with just a simple Doom weapon replacement, and people have been overwhelming me with feedback about stuff they like, stuff they don’t like, and more. Thank you all for your support and your criticism. I appreciate it sincerely. DOWNLOAD HERE. (24.3 mb) Hosting mirror provided by Powerhouse. CHANGELOG:
  11. The cazador.o is the compiled file, editing it isn't needed or advised! cazador.acs is where the slide code is handled, specifically in the EL_SLIDING section. https://forum.zdoom.org/viewtopic.php?f=43&t=53665 However, if you really enjoy the slide and want a standalone version, I've taken it from here. I sincerely suggest tweaking the code in here instead, since it's much less bogged down with checks and functions specific to High Noon Drifter.
  12. Ah, piss. I should've double-checked as well, but I was slightly excited. Oops. Sorry about that.
  13. I endorse this product and/or service.
  14. I forgot to include the download links. I'm a fucking moron.
  15. Ten years ago, the Ultimate Torment & Torture was uploaded to /idgames. A lot of things have been said about it. Some good. Some bad! But for me, alongside Scythe 2, Dissolution, Psychic, Equinox, Agent Diaz, and other things, Ultimate Torment n' Torture is one of the old projects that got me into the Doom community and inspired me to start modding it. I've long since went my own direction with my own philosophies and ideas, but even now looking back I can't help but be fond of this mapset. And now, here we are, ten years later. My, how time flies. The Ultimate Torment & Torture is a mapset by Tormentor667 that's a rework of his Torment & Torture series, with an additional episode (Havoc) added on. At the time, it was the strongest display of GZDoom's capabilities, especially for maps, with custom textures, custom sprites, custom enemies, custom weapons, ACS accentuating every map, and more. It won an award. Fun stuff. Ten years later, and gameplay mods have become a huge thing--possibly one of the biggest selling points for using GZDoom over other engines. Gameplay mods have exploded both in popularity and ease of use to make. They may not be the "proper" way to play the game, but it's fun to go through mapsets we love and experience them in a brand-new way. In February 2015, Skillsaw came out with Valiant, a truly magnificent mapset. It made use of custom monsters and weapons combined with his skill at mapping and created something astounding. In December 2015, Skillsaw took it and made a "vaccinated" edition, removing the custom monsters and weapons and replacing them with vanilla equivalents, providing an alternative mapset that people could play with gameplay mods. It wasn't the intended experience at all, but it sure was fun to go through. This is the same thing, but for Ultimate Torment & Torture. For the most part, this is still the same mapset as Ultimate Torment & Torture, only extremely minor changes to the maps have been made for streamlining gameplay (i.e. the open courtyard on TNT01 is no longer cluttered with stalagmites, the lowering-pillars on TNT04CN lower slower, etc). The only major changes have been in enemy placement, variety, and what type of enemies there are; with this, people are now able to play through with the gameplay mod of their choice, providing a new way to play the game. ALL CHANGES MADE: https://drive.google.com/file/d/0B4p2zWkJEFFtMVcycUs2YmNJRlk/view?usp=sharing - Mapset download (53.8mb) https://drive.google.com/file/d/0B4p2zWkJEFFtS0JVZUpkMjlGU1k/view?usp=sharing - Voice acting download (2.47mb)