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TerminusEst13

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Everything posted by TerminusEst13

  1. TerminusEst13

    [wib] golf

    Got to streamline a lot of the code. Whoo. Can't figure out how to un-sticky the camera turning on and off. Not a super game-breaking issue, though, just really damn unpleasant to wrestle with. Another map by @Batandy. We can be hip and cool and retro with our 8-bit Super Nintendo graphics.
  2. TerminusEst13

    [wib] golf

    As far removed from running and gunning and shooting demons as you can get. An experience you can get anywhere else, a mod like you have played before, approved by at least two out of fifteen users. Works on Zandronum and ZDoom and GZDoom. Pretty much everything is done gameplay-wise, just setting up a handful of maps and then Bob's your uncle.
  3. TerminusEst13

    [wib] golf

    Mapping's still a-comin' along. 15 maps now. Only need a handful more before we can get a full circuit and do a public release. Online testing has been coming along smoothly, everything seems to handle pretty well. The camera input tends to get sticky and sometimes needs to be mashed to turn on/off, though. Kind of annoying.
  4. TerminusEst13

    MEMBRANE - Commercial Alien Shooter made in GZDoom

    It's not a typo. You were listed there a couple days ago. You were then removed, which I assume was because of how you handled the topic on ZDoom.
  5. TerminusEst13

    [wib] golf

    New map by @Batandy, "Van Golf". Really quite a beautiful map.
  6. TerminusEst13

    [wib] golf

    Doom physics ("""""physics""""") are rudimentary beyond rudimentary so it just bounces off. Slopes make the bounce correspond to a different angle, while solid actors are just basically treated as walking walls and so ricochet off without a care in the world. Still, that's more than enough to spice up gameplay a touch. One beautiful map (currently GOLF06 by @Revae) takes full advantage of this. You can. It's not the main focus of the mod, so don't expect to be able to UV-Max Hell Revealed, but it's perfectly feasible.
  7. A small mod by ijon tichy and me, a universal mutator that should work with any mapsets/weaponsets/gameplay mods. Probably works with different iwads, too. Updates Doom into the way it was meant to be played, as canonically confirmed by the official developers. If anyone can get through Doom E1 with this, I will be genuinely amazed. https://www.dropbox.com/s/aeqm6n88rye664e/DoomButItsCompletelyFuckingUnplayable.wad?dl=1 https://drive.google.com/file/d/1LpUtGq3RP0lK0k8HHJXxyL5qEJEvQNFp/view?usp=sharing Best played along with Mirror Mode and/or MegaBounce. GLOWING TESTIMONIES BY SATISFIED CUSTOMERS: ijon tichy: "why did I do this" Jimmy: "jesus christ term" Marisa Kirisame: "term what have you done" Synert: "feeling a bit ill tbh" Yholl: "Mein skullcasen." HyperUltra64: "I can't feel my legs." Marty Kirra: "No thanks." Combine Kegan: "Fuck you I ain't playing that." Hexagon: "can you even turn right"
  8. TerminusEst13

    [GZDoom] Doom: But It's Completely Fucking Unplayable

    Yeah, there's a reason the challenge is for E1 of Doom. With EXTREME luck of the draw you could theoretically do MAP30 if you act very quickly, aim very precisely, and the Icon of Sin only spawns imps. But adding Chaingunners into the equation makes it genuinely impossible.
  9. 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?:
  10. 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!
  11. TerminusEst13

    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.
  12. TerminusEst13

    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.
  13. 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.
  14. TerminusEst13

    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.
  15. TerminusEst13

    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.
  16. TerminusEst13

    Cacowards 2017 Mentionation Thread

    No Buns In Sight.
  17. TerminusEst13

    Cacowards 2017 Mentionation Thread

    You cannot crush my optimism.
  18. TerminusEst13

    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!
  19. 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:
  20. 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.
  21. TerminusEst13

    (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.
  22. TerminusEst13

    (UPDATED) 300 Minutes of /vr/ - Speedmap Megawad

    I endorse this product and/or service.
  23. TerminusEst13

    The Ultimate Torment & Torture: Supportive Edition

    I forgot to include the download links. I'm a fucking moron.
  24. 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)
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