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Everything posted by TerminusEst13

  1. 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: ----------------------------------------------------------------------- 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: WHAT SHOULD I PLAY THIS WITH?:
  2. The truth is, once a mod surpasses a point in popularity, we automatically exclude it from consideration. There's nothing more damning for the quality of a mod than people enjoying it!
  3. Brutal Doom wins mod of the year on Mod DB

    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.
  4. Brutal Doom wins mod of the year on Mod DB

    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.
  5. 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.
  6. Cacowards 2017 discussion (24 years)

    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.
  7. Cacowards 2017 discussion (24 years)

    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.
  8. Cacowards 2017 Mentionation Thread

    No Buns In Sight.
  9. Cacowards 2017 Mentionation Thread

    You cannot crush my optimism.
  10. Cacowards 2017 Mentionation Thread

    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!
  11. 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:
  12. 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.
  13. (UPDATED) 300 Minutes of /vr/ - Speedmap Megawad

    Ah, piss. I should've double-checked as well, but I was slightly excited. Oops. Sorry about that.
  14. (UPDATED) 300 Minutes of /vr/ - Speedmap Megawad

    I endorse this product and/or service.
  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)
  16. The Ultimate Torment & Torture: Supportive Edition

    I forgot to include the download links. I'm a fucking moron.
  17. 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!
  18. Toaster command is in! In Mod Options, please go down to Optimization settings. You can modify different things as you see fit, here.
  19. 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.
  20. 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.
  21. 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!)
  22. 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.
  23. pet the cacodemon

    https://www.dropbox.com/s/mp0mnru4u542z0z/PetTheCacodemon.pk3?dl=1 - download https://drive.google.com/file/d/0B4p2zWkJEFFtYWFmaGxCMnZGNm8/view?usp=sharing - mirror concept by anon sprites by anon video by dopamine cloud art by kurashiki hearts by hdoom and mike12 music by saimoquest anon on /vr/ was gonna do a mod about breaking out of prison to pet a cacodemon but then he died so here's this instead map in video not actually in mod oops use in zdoom or gzdoom or zandro