GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Postby Cryomundus » Wed Feb 12, 2014 3:18 am

Yessss, you made them separate powerups! I'll have to give this a go tomorrow and let you know, this is quickly becoming one of my favorites!
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Postby Captain J » Wed Feb 12, 2014 3:55 am

weldone, now that's got better.
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Postby LostSkull » Wed Feb 12, 2014 7:49 am

Love it!
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Postby Tux » Wed Feb 12, 2014 8:33 am

Is not working invulsphere a feature?
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Postby LostSkull » Wed Feb 12, 2014 1:06 pm

Aw,man! I got the elbow dash subweapon and it's so freaking awesome! It feels like playing Wario, but in the Doom universe. :D
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Postby Cryomundus » Wed Feb 12, 2014 1:29 pm

Tux wrote:Is not working invulsphere a feature?

Apparently if you pick up a sub-weapon and you have an invuln sphere up, you will lose that effect.

That used to happen in Brutal Doom as well, if you performed a fatality, you'd lose the invuln effect as well. It was eventually fixed for it, so I'm assuming that can be done for here as well. (as I think what happens is the player changes states upon picking up the powerup, which is what I think also occured in older versions of BD as well.)
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Postby LostSkull » Wed Feb 12, 2014 2:35 pm

Btw, can someone help me with the Caco, Baron and Knight's bloods platter being in wrong color?
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Postby Combine_Kegan » Wed Feb 12, 2014 5:29 pm

LostSkull wrote:Btw, can someone help me with the Caco, Baron and Knight's bloods platter being in wrong color?


That's a quirk with the new blood mod I've added, if I were to have it set were different monsters spray their old blood colors, I'd have to replace the monster entirely, hurting GMOTA's compatibility with other mods. Surely it's not that big of a deal

Also, good news everyone, I fixed the issue with the overheal/over armor bars getting all jacked up on different resolutions. V1.0 will have that new fix, along with the other subweapons and spells.
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Postby LostSkull » Wed Feb 12, 2014 5:42 pm

Combine_Kegan wrote:That's a quirk with the new blood mod I've added, if I were to have it set were different monsters spray their old blood colors, I'd have to replace the monster entirely, hurting GMOTA's compatibility with other mods. Surely it's not that big of a deal

Understood. Meh, I can live with it. :)
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Postby LostSkull » Thu Feb 13, 2014 7:24 pm

Would be so neat if the shield power-up would actually reflect the projectiles back to the monsters, hurting them about 2.5% more than it would've hurt you.
Just a thought. :)

EDIT: Sorry for double post :bang:
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Postby Endless123 » Thu Feb 13, 2014 8:28 pm

LostSkull wrote:Would be so neat if the shield power-up would actually reflect the projectiles back to the monsters, hurting them about 2.5% more than it would've hurt you.
Just a thought. :)


Like some kind of punishment for the monsters attacking huh? I think it's a good idea.

I'd vote for this one :cheers:
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Postby LostSkull » Thu Feb 13, 2014 8:41 pm

Endless123 wrote:
LostSkull wrote:Would be so neat if the shield power-up would actually reflect the projectiles back to the monsters, hurting them about 2.5% more than it would've hurt you.
Just a thought. :)


Like some kind of punishment for the monsters attacking huh? I think it's a good idea.

I'd vote for this one :cheers:

:D
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Postby Shadelight » Sat Feb 15, 2014 5:31 am

I went medieval on their asses.
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Postby Tux » Sat Feb 15, 2014 7:00 am

LostSkull wrote:Would be so neat if the shield power-up would actually reflect the projectiles back to the monsters, hurting them about 2.5% more than it would've hurt you.

2.5%?
you sure? :P
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Re: GMOTA: Fantasy themed, arcade inspired, gameplay mod [V0

Postby LostSkull » Sat Feb 15, 2014 7:08 am

Tux wrote:
LostSkull wrote:Would be so neat if the shield power-up would actually reflect the projectiles back to the monsters, hurting them about 2.5% more than it would've hurt you.

2.5%?
you sure? :P

I just noticed that it also reflects hitscans, so the best thing would be to only reflect the projectiles from Caco's, Knights, Barons and Arachnotrons. The damage given from the reflect to the monster should be the same as given to you. Forget the 2.5% increase, that would be dangerous on UV and Nightmare :o
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