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

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are ONLY for YOUR PROJECTS! If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Combine_Kegan » Tue Jan 28, 2014 6:13 am

I've been doing some more thinking, and I want to ask those of you who've been playing my mod a serious question:

How often do you use the wand's uncharged altfire, that force wave that knocks monsters back? I'm contemplating getting rid of it, mind you there's going to be a lot of subweapons coming in the next update that will offer a large variety of alternate attacks, so it's not so much as removing features as it is streamlining things to make it easier for me to add more subweapons for the wand.

Edit:

Or I could move the force wave to another subweapon combo. I don't necessarily have to get rid of it entirely
User avatar
Combine_Kegan
The GMOTA Guy
 
Joined: 19 Jan 2014
Location: Hopelessly stuck in the past

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Combine_Kegan » Tue Jan 28, 2014 7:54 am

Okay small update time.

Image

I've started work on Subweapons, these will replace the altfires of your unpowered sword and wand, the first I've made is a shield that makes you not only immune to damage for a short time, projectiles bounce off you.

Image

The shield is ridiculously good at its job.
User avatar
Combine_Kegan
The GMOTA Guy
 
Joined: 19 Jan 2014
Location: Hopelessly stuck in the past

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Average » Tue Jan 28, 2014 9:16 am

Good stuff. I never really use the uncharged weapon and the shield will be invaluable. The above example of fighting an Archvile is convincing that this is a good development! :)
User avatar
Average
 
Joined: 20 May 2011

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Captain J » Tue Jan 28, 2014 9:57 am

i'll waiting for projectile-reflecting shield effects too.
User avatar
Captain J
'OH YE'
 
 
 
Joined: 02 Oct 2012
Location: Secret Chamber
Discord: DiscussJ#3128

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Endless123 » Tue Jan 28, 2014 11:56 am

Your mod is getting better and better, keep it up :D
Endless123
 
Joined: 28 Aug 2013

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Blox » Tue Jan 28, 2014 12:24 pm

Combine_Kegan wrote:Thanks to the advice and knowledge of some other well-seasoned modders, and the artistic talents of a friend of mine, let me show you something special coming in the next update.

Image

This should help make the gameplay even more fluid

I'm late as fuck to this party, but the fact that the wand is pulled back and then turned into the blasphemer staff looks awful in terms of motion.
User avatar
Blox
I am Laziness Incarnate!
 
Joined: 22 Sep 2010
Location: Apathetic Limbo

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Combine_Kegan » Tue Jan 28, 2014 2:00 pm

Blox wrote:
Combine_Kegan wrote:Thanks to the advice and knowledge of some other well-seasoned modders, and the artistic talents of a friend of mine, let me show you something special coming in the next update.

Image

This should help make the gameplay even more fluid

I'm late as fuck to this party, but the fact that the wand is pulled back and then turned into the blasphemer staff looks awful in terms of motion.



Image
Does this look any better? I don't want the wand going outwards because I have the staff's sprite pulled back, as it's a pretty long weapon.
User avatar
Combine_Kegan
The GMOTA Guy
 
Joined: 19 Jan 2014
Location: Hopelessly stuck in the past

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Slax » Tue Jan 28, 2014 2:15 pm

Better. Maybe a brief glow on the white to make it look less corny?
User avatar
Slax
Saucy.
 
Joined: 19 Oct 2010
Location: Window office.

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Combine_Kegan » Tue Jan 28, 2014 2:21 pm

Slax wrote:Better. Maybe a brief glow on the white to make it look less corny?


Define glow, you mean like a hazy aura of white light around the weapon?
User avatar
Combine_Kegan
The GMOTA Guy
 
Joined: 19 Jan 2014
Location: Hopelessly stuck in the past

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Slax » Tue Jan 28, 2014 2:52 pm

Just something to make the whole thing seem less flat and MSPainty. White light seems more appropriate.
User avatar
Slax
Saucy.
 
Joined: 19 Oct 2010
Location: Window office.

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Combine_Kegan » Tue Jan 28, 2014 3:09 pm

Slax wrote:Just something to make the whole thing seem less flat and MSPainty. White light seems more appropriate.


Well I'm not much of an artist, but I'll see what I can do about this later.
User avatar
Combine_Kegan
The GMOTA Guy
 
Joined: 19 Jan 2014
Location: Hopelessly stuck in the past

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Crudux Cruo » Tue Jan 28, 2014 3:25 pm

Combine_Kegan wrote:
While I have no plans for palette swaps, I -DO- plan on adding subweapons that change out the non-powered alt attacks of the sword and wand, for example:

Shield:
-Sword gets a shield to block projectiles, consumes sword rage steadily but can only be raised when at full
-Wand recieves a chakram that ricochets madly, always causes pain and general mayhem, consumes 20 red mana

Edit:

Oh and you -DO- have a boss killer. try using the powered sword's altfire.


I meantioned palette swaps simply because it's an easy fix to upgrade weapons; i am aware of the "boss killer", its just that the 2 weapons thing is hard to pull off in doom, it gets pretty hard.

I like the idea of the shield, that will help out immensely.

I use the secondary for the wand occasionally, but i would like it if the wave would keep going as a long range attack. i would also like a more hexen like projectile, i never liked the fire mace from heretic so that might be my bias. the powered up weapons are great, but the wand... why so many balls? the balls annoy me. once again, i quite like this mod, but the lack of upgrades and overall power is sort of irksome, but it is your mod, not mine. I like what i'm seeing here.
User avatar
Crudux Cruo
"It's howdy doody time kiddies, the bad man is here."
 
Joined: 10 Apr 2006
Location: California

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Combine_Kegan » Tue Jan 28, 2014 3:36 pm

Crudux Cruo wrote:
Combine_Kegan wrote:
While I have no plans for palette swaps, I -DO- plan on adding subweapons that change out the non-powered alt attacks of the sword and wand, for example:

Shield:
-Sword gets a shield to block projectiles, consumes sword rage steadily but can only be raised when at full
-Wand recieves a chakram that ricochets madly, always causes pain and general mayhem, consumes 20 red mana

Edit:

Oh and you -DO- have a boss killer. try using the powered sword's altfire.


I meantioned palette swaps simply because it's an easy fix to upgrade weapons; i am aware of the "boss killer", its just that the 2 weapons thing is hard to pull off in doom, it gets pretty hard.

I like the idea of the shield, that will help out immensely.

I use the secondary for the wand occasionally, but i would like it if the wave would keep going as a long range attack. i would also like a more hexen like projectile, i never liked the fire mace from heretic so that might be my bias. the powered up weapons are great, but the wand... why so many balls? the balls annoy me. once again, i quite like this mod, but the lack of upgrades and overall power is sort of irksome, but it is your mod, not mine. I like what i'm seeing here.


Well I'm making the forcewave part of it's own subweapon combo, so I can extend its reach and have it use Red Mana for balance purposes, Also the chakram spell you get when you pick the shield up is pretty nasty too, it ricochets like crazy and it rips through monsters. Furthermore I'm starting work on the Rocket Thrust, think the chargin targe dash from TF2 but with more damage and crazy knockback. And I'm not sure why you put quotation marks around boss killer, the powered sword's beam is capable of putting a spider mastermind down in one shot. and a cyberdemon in two.

SPEAKING OF ROCKET THRUST

Image needs more knockback though
User avatar
Combine_Kegan
The GMOTA Guy
 
Joined: 19 Jan 2014
Location: Hopelessly stuck in the past

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Captain J » Wed Jan 29, 2014 1:18 am

i think that's pretty enough to me and that baron, though. also larger bloodsplat would be more cool either.
User avatar
Captain J
'OH YE'
 
 
 
Joined: 02 Oct 2012
Location: Secret Chamber
Discord: DiscussJ#3128

Re: GMOTA: A fantasy themed, arcade inspired, weapon set [V

Postby Slax » Wed Jan 29, 2014 1:52 am

Combine_Kegan wrote:Image needs more knockback though

Needs smoke trails too. ;)

How's this?
Image
Last edited by Slax on Wed Jan 29, 2014 1:54 am, edited 1 time in total.
User avatar
Slax
Saucy.
 
Joined: 19 Oct 2010
Location: Window office.

PreviousNext

Return to Gameplay Mods

Who is online

Users browsing this forum: Ahrefs [Bot], Semrush [Bot] and 19 guests