A wonderful take on Basilissa as done by my friend Fran. He likes the idea of her having a human form to disguise herself on Earth, alongside her actual demon form.
As always, his art is magnificent in every way. The linework is
crisp, the designs are awesome, and I love the way he did the fire hair!
Thank you very much!
(As originally posted on Tumblr by TerminusEst13) I’m continually blown away by the amazing creativity in fan communities.
“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.” – TerminusEst13
I finally got round to playing High Noon Drifter for Doom. Cowboys are awesome so it stands to reason that a weird west cowboy mod should kick a lot of ass.
I initially loaded it up with Strange Aeons (hoping to emulate the creator’s very cool gameplay footage) but at first the mod didn’t gel for me. Maybe it was just that some SA weapons like the crossbow and AK47 remained in the game, or maybe it was just the need to get used to the quirks of the new items, but I just didn’t get into it (I’ve since learned that a compatibility patch is needed for Strange Aeons).
I then tried it with JCPC, the Japanese
Community Project, and that time it turned out quite awesomely. I had a
lot of fun and will be going back to it later today. The weapons feel
good to use, but the movement is where it’s at. It’s pretty satisfying
to slide all over the place and let loose with dual SMGs or a quad-coach
gun. I’m already a third of the way through JCPC and I think that High
Noon + JCPC is going to be one of those really memorable playthroughs,
like my D4D + Scythe game.
High Noon Drifter is one of, or maybe
the first, Zscript enabled gameplay mods for Doom. This allows it to do
some extra cool stuff not usually possible in existing modding
languages for Doom. It also makes HND a gzdoom only mod for the
foreseeable future. So what has this incredible scripting potential been
used for? Well, in High Noon Drifter, the power and potential of
Zscript has been used to let you take off and throw your hat at enemies.
Yes. It really has that TerminusEst feel to it.
Of course
there’s other Zscript shennigans going on – you can also throw a
boomerang to pull items to you and use a cursed skull to transform into a
giant fire-breathing demon waifu. Very fitting for JCPC.
Basically, after some initial stumbling, High Noon Drifter turned out to be pretty satisfying to play.
High Noon Drifter is getting closer and closer to release, with only a small handful of things left to do. So
with that, I’ve distributed a couple builds out for folks to test and
share their thoughts on, and I’ve also been doing some serious
playtesting of it. And there’s been one mapset that I think has fit
wonderfully.
This is a run-through of Strange Aeons, Episode 1, with High Noon
Drifter on UV. I don’t really go for many secrets or 100% completion,
and many of the weapons are still unshown, but hopefully you enjoy
nonetheless.
TerminusEst
I’m really looking forward to playing this. The new abilities look super fun.