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TerminusEst13

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Everything posted by TerminusEst13

  1. Toaster command is in! In Mod Options, please go down to Optimization settings. You can modify different things as you see fit, here.
  2. 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.
  3. 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.
  4. 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!)
  5. Thanks for playing, everybody! I'm glad you folks seem to be enjoying it so far. Fixed, thank you. I'll try to release a v1.1 soon, addressing a good handful of bugs and issues.
  6. TerminusEst13

    Doom Turns 23: No End in Sight

    picks sucked, where's hdoom
  7. TerminusEst13

    A word about dealing with problems in ZDoom

    Hi! I love G/ZDoom to death, thank you for your work on it. This problem here is the core problem of the ordeal, both sides of it. If the issue is that people aren't communicating with you, but you aren't opening up to the methods of communication that people are using, then no wonder communication is stifled. It's a two-way block. And it's easy to dismiss it as "it's not my problem" or "it's up to other people", but it's not. One of the most interesting industry horror stories I know of is during the development of Blood how much everyone hated working with Ken Silverman. Partially because he would not let himself be contacted except via phone calls with one person, which (among other reasons) made the ordeal a giant pain in the ass. The engine was wonderful, but communication was a pain in the ass and people eventually simply stopped. This is repeating itself in the exact same issue. Is it going to make it easier dealing with people? No, absolutely not. Is it going to make those services you don't entirely like suddenly better? No, absolutely not. Is this going to solve the other issues people have, like unrealistic expectations of the engines or attitudes butting heads? No, absolutely not. But will it be a big step towards solving this communication issue? Yes, absolutely. Just my opinion, hope this helps.
  8. (Logo by Kinsie) For 2016, I really want to better my mapping abilities and put out some good stuff. So me and a couple friends started a project of stream-of-consciousness mapping. DUMP 1 began and it was a success. Then DUMP 2 began and it was even more of a success. For the third iteration of DUMP, I decided to try something different and expand it to modding, working on weapons in an attempt to get less of a massive conglameration of maps. Instead, it had the opposite effect--even more people signed up for this compared to last time, and we ended up with a grand total of 80 maps. A hub map, 72 normal maps, six secret maps, and a final map. As before, we now present to you a small hub leading to quite a collection of different maps. Beat X amount of maps to unlock the exit, with X being a variable depending on the difficulty level (ITYTD only requires a handful of maps, Nightmare requires 64 maps), and defeat the final boss to win. Pistol start is enforced, and monsters are vanilla (except for the Final Boss). Gameplay mods should be supported, though mods that make use of +INVENTORY.UNDROPPABLE will break the pistol start. As before, the primary purpose of this project is to have a way for all of the newbies to try and push over that initial hump together, to MAKE something. It's for people otherwise familiar with Boom mapping to try out ZDoom stuff. It's for people who work on gameplay mods to try doing something different. It's the usual pile of quality you'll expect from a gigawad of MyFirstZDoomMap.wad, but it was fun to band together to make shit. Again, as before, please feel free to point out any issues, troubles, errors, imbalances, and etc about the maps. Don't feel the need to sugarcoat, give it to us straight--none of us are pro-tier mappers. We can't improve if we don't know what's wrong. https://www.dropbox.com/s/sc9seej72ikajky/DUMP-3.pk3?dl=1 (72.1mb) https://drive.google.com/file/d/0B4p2zWkJEFFtN2s3WUxKNjhFXzA/view?usp=sharing (mirror) CREDITS: ORIGINAL POST:
  9. TerminusEst13

    DUMP Episode 3: BFG Edition [Maps released]

    Hello! While it's not exactly intended, unfortunately it is a default Zandronum behavior. Survival does not work in hubs, due to the normally-confusing nature of when a level is "over" (i.e. in Hexen is a level over when someone exits/enters, or is it when they defeat a whole hub?), and so the default behavior is simply to go to co-op instead.
  10. TerminusEst13

    DUMP Episode 3: BFG Edition [Maps released]

    DUMP 2 had a delay of almost two months, and here DUMP 3 took about a three-and-a-half month delay to get out. I mentioned last time that I have a newfound appreciation for community project organizers, but this time especially so. Well, let's not beat around the bush anymore. The maps are released. Info in the first post, as is the build. Weapons are still in-dev and will probably take a little bit more time to get out. It's kind of interesting how much DUMP has changed. From a collection of maps from some friends, once I opened it up to the public it got...really interesting. 120 total submissions, and 80 maps made it through. Bloody hell. I thought DUMP 3 was going to be smaller, due to people making weapons. I think it's safe to say this format has some real problems, though. As Yholl pointed out, even just an average 32-map megawad made by multiple people can take years to come out--trying to cram the sheer amount of maps DUMP provides in just a couple months is brutal. And with this came a massive drop in QA. DUMP 1 was relatively tight. None of the maps broke, and if they did, because they were friends, I was able to just quickly get in contact with them, tell them what was up, and fix things. Here, thoroughly testing all 80 maps is a nigh-impossibility, I download stuff from the links provided and people swear they're the updated version and several times it turns out they're not, and if things are broken...well. Hope the mapper is willing/knows how/wants to fix it. For DUMP 4, I'm going to need to do some serious thinking. The project has gotten too big for its own good. DUMP 4 needs to be downscaled immensely. I don't know how it'll be done, but it's going to be done. So if/when DUMP 4 comes out, expect to see some serious changes. Boy that all sounds doom and gloom, doesn't it? Ah, sorry about the downer of a serious talk. Even with all of the troubles, even with the delays, the issues, and the couple of people thinking I was doing nothing but sitting on my duff eating pies, DUMP 3's been an interesting ride. DUMP has always been intended to be a learning experience first and foremost, and each iteration always manages to teach us all something new. Or at least it teaches me something new. So for that, even if things get chaotic, I'm happy. As usual, for the folks that mapped, pat yourself on the back. Whether it came out good or it came out bleh, you still have a bit more knowledge under the belt. For the folks that want to play, enjoy and have fun.
  11. TerminusEst13

    Doom builder 2 crushes

    Look, I'm sorry, I just don't feel our relationship is at that level yet. We're still only at "head pats".
  12. TerminusEst13

    The story behind your custom avatar

    The pink fish is, in and of itself, an anime avatar, so really this is just an extension. VIVA LA REVOLUCION
  13. TerminusEst13

    The story behind your custom avatar

    To the immediate right is also my water bottle, desu. Thank you for reminding me to stay liquidated and refreshed all day, kouhai! I suggest you enjoy your regular dosage of crisp, cool, refreshing water as well!
  14. TerminusEst13

    The story behind your custom avatar

    Same, so if you could mentally append a smug anime girl image to every post I make, that would be wonderful, thanks. Something like this would be good, desu.
  15. TerminusEst13

    [WIP] DemonSteele

    So a short bit ago, Linguica made a topic talking about the overall...lack of presence of gameplay mods on Doomworld. So I figure, well, if there's a bit of concern about a schism in the community, I'll post my latest one here as an experiment and see how people take it. Hopefully all goes well. Designed as a love letter to retro games, 80s/90s anime, and early heavy metal, DemonSteele is a complete and total gameplay overhaul for GZDoom/Zandronum that dramatically changes the flow of the game to an extremely fast-paced hack-and-slash brawler. Wield a razor-sharp sword alongside a mighty gun, and make mincemeat of your foes before blasting away his buddies. Effortlessly dodge through return fire and lop off heads one by one. Or just simply cleave through a crowd in one single dash and swipe. Gameplay rewards thinking fast and acting faster, with enhanced movement systems (Dodges! Rocket jumping!) and your overall effectiveness based entirely on how many enemies you can plow through in a row with minimal damage to yourself. Kill fast and hard, and you'll be rewarded with a slew of special moves and a bunch of damage...hang from a distance and timidly plink at them bit by bit until they die, and you'll be ill-suited for the challenges ahead. GAMEPLAY VIDEO: SCREENSHOTS: DOWNLOAD LINK: http://github.com/TerminusEst13/Folded1000Times - Github. http://www.best-ever.org/download?file=demonsteele-v0.9.pk3 Download. (61.5 mbs) https://www.dropbox.com/s/pblm1zzsdhqlpkn/DemonSteele-v0.9.pk3?dl=1 - Download mirror. http://www.best-ever.org/download?file=demonsteele-nowthatswhaticallmidi-v3.5.pk3 - MIDI metal add-on. (2.00 MB) F1 HELP SCREEN BECAUSE PEOPLE ASKED ME HOW TO PLAY: CHANGELOG:CREDITS:I hope you all enjoy. Please feel free to leave all criticisms, complaints, suggestions, death threats, and more here.
  16. TerminusEst13

    DUMP Episode 3: BFG Edition [Maps released]

    (Image by Kinsie) Well, technically it's two days late, but it's still time. There's gonna be some more late submissions in the future and I'm still gonna accept them because I'm a big softie, but between the 20th and right now we gathered up everything we could and crammed them all in and I'm now in the process of setting up maps and making them flow together in one .pk3. I'm not gonna lie. There's a lot. We've gotten about 80 maps and 40 weapons. Even keeping in mind that some of these are going to be trashed (I ended up trashing one map from DUMP 1, three from DUMP 2, so let's aim for five!!!), this is a monumental number. Far more than what DUMP 2's mammoth library had. There's no way we're going to finish this up before July. But for all y'all, you can take the next several days to just kick back, relax, and savor in the bliss. You made a map. Or a weapon. Or both. Congratulations. Noooooow comes the ~*~FUN~*~ part. Please pray for my, Yholl's, and PresidentPeople's sanities (and Medicris', whom I roped into this) as we now go through every single map and weapon to check for disparities and breakage.
  17. TerminusEst13

    Best Doom Mappers?

    Erik Alm.
  18. TerminusEst13

    DUMP Episode 3: BFG Edition [Maps released]

    Submit maps/weapons by the deadline. And yes, UDMF is allowed.
  19. TerminusEst13

    are older versions of GMOTA still around?

    I'm flattered, but I wasn't the one that made GMOTA. Sorry. Still, I have contact with the author, so I'll ask him and see if he has a build lying around.
  20. For 2016, I really want to better my mapping abilities and put out some good stuff. Two friends, Mystical and Gardevoir, said that a good experiment might be to try speedmapping. Just get the shit out of the mind and into the editor, stream-of-consciousness work. 4-6 hours, Zandro compatibility, vanilla monsters/weapons. DUMP 1 began and it was a success, bringing a whole bunch of me and my friends into ZDoom mapping and just churning things out. Then another friend, AD_79, suggested I open it up to the public. I did, and the response was overwhelming. An unfathomable amount of people signed up for this, and we ended up with a grand total of 68 maps. A hub map, 64 normal maps, a secret map, a final map, and a Marathon map (of all things). As before, we now present to you a small hub leading to a handful of different maps. Beat X amount of maps to unlock the exit, with X being a variable depending on the difficulty level (ITYTD only requires a handful of maps, Nightmare requires EVERY SINGLE MAP), and defeat the final boss to win. Gameplay mods should be supported, though there's been trouble in Zandronum so it may be better to use them in ZDoom/GZDoom. Pistol start is enforced, and monsters are vanilla (except for the Final Boss). As before, the primary purpose of this project is to have a way for all of the newbies to try and push over that initial hump together, to MAKE something. It's the usual pile of quality you'll expect from a gigawad of MyFirstZDoomMap.wad, but it was fun to band together to make shit. Again, as before, please feel free to point out any issues, troubles, errors, imbalances, and etc about the maps. Don't feel the need to sugarcoat, give it to us straight--none of us are pro-tier mappers. We can't improve if we don't know what's wrong. https://www.dropbox.com/s/3fdoryy910uok3j/DUMP-2.pk3?dl=1 (73.4 mb) https://drive.google.com/file/d/0B4p2zWkJEFFtQktQazNwVXJXczg/view?usp=sharing (mirror) SCREENSHOTS: CREDITS: ORIGINAL POST:
  21. TerminusEst13

    DUMP Episode 2: Dump Harder [RELEASED]

    Phew. That was a pain in the ass of hunting down everyone and beating them until they fixed stuff, but here we go. https://www.dropbox.com/s/5nwgk3mt4qudpqu/DUMP-2v2.pk3?dl=1 https://drive.google.com/file/d/0B4p2zWkJEFFtU2szX0ZkRXpQSVU/view?usp=sharing And with that, DUMP 2 is officially completed! Almost three months after the fact, fucking hell. I'll be pushing both DUMP 1 and DUMP 2 to /idgames sometime on Monday or Tuesday. Hopefully they'll be accepted soon-ish. Still, it was fun. And for everyone that contributed, congratulations. Hopefully we've all learned a lot. I know I have. For DUMP 3, I'm planning: - Update logs for each iteration of test builds, saying what changed what. - Contingency plans for 64+ maps. - A co-host helping out with managing everything. - A not-as-long warm-up/preparation period, so people aren't sitting on their thumbs so much. - Zandronum 3.0 compatibility rather than 2.1.2. - CASTRATE ANYONE WHO USES THE SWITCHES LUMP AND RECOMPILES THE ENTIRETY OF TEXTURES But when will DUMP 3 be announced? Hmmmm... Let's say next week? The 29th.
  22. TerminusEst13

    DUMP Episode 2: Dump Harder [RELEASED]

    Aaaand it's out. First post updated. Fucking finally. Almost two months of work. I have a newfound appreciation for community project organizers. It was a thrilling ride, from start to finish. It was fun, and a nice learning experience for all of us. Lots of folks learned how to map. I learned things to do differently (have a more efficient update system, keep track of what's changed for changelogs in additional test builds, HAVE A CAVEAT FOR IF I GET 192481-23 MAPS). And deep down inside, we all learned how to love, a little more. For the folks that mapped, pat yourself on the back. Good or bad, making something is always worthy of celebration. For the folks that want to play, well. Have fun.
  23. TerminusEst13

    DUMP Episode 2: Dump Harder [RELEASED]

    https://www.dropbox.com/s/io1py7ymv6kd9vr/DUMP-2-test2.pk3?dl=1 Here we go! Second test build is ready to go! Only five days after I expected it to be! I think I've included everyone's updates, fixes, and quotes, and a lot of the credits are implemented too. The hub is implemented as well, as well as the final map and the final battle. This will be the last test build. If you have any last-minute fixes, make them count. If you have any last-minute criticisms, make them count. If you have anything you want to address or correct, let me know now, before it's too late!
  24. TerminusEst13

    DUMP Episode 2: Dump Harder [RELEASED]

    Yeah, most of the activity has been on the ZDoom forum--going on almost 30 pages. Which I guess I'm not really surprised about, given that this is a ZDoom mapset, but there you have it, ah-hah. Next time, I'll probably keep it on just the ZDoom forums. It's almost embarrassing the disparity in forum activity. I suppose if there's one thing that will be constant in my life, it's people attributing my inspiration to things completely unrelated to the project. :P
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