GMOTA: Fantasy arcade action, UPDATE 8/18/2020 [V1.4.1]

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Re: GMOTA: Fantasy arcade action, [V0.9.5]

Postby Captain J » Tue Oct 28, 2014 5:30 pm

Naniyue wrote:Maybe this weapon could be added to the fantasy section of AEOD?

Also, some of the sound effects are pleasantly familiar.
IF, this mod were used to be a official video game that made from actual game developers, through. I never seen any of indie games or mods were included to aeod or other crossover stuff.

Better yet, ask this to the creators of the aeod or make a addon for it. And yes, this mod used a lot of capcom's awesome 90's era sfx.
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Re: GMOTA: Fantasy arcade action, [V0.9.5]

Postby TerminusEst13 » Tue Oct 28, 2014 8:33 pm

Captain J wrote:I never seen any of indie games or mods were included to aeod or other crossover stuff.

Actually, tons of Demon Eclipse stuff made it in. Likewise all the Happy Time Circus 2 custom weapons made it in. The Psychic shotgun got in as well!
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Re: GMOTA: Fantasy arcade action, [V0.9.5]

Postby Captain J » Tue Oct 28, 2014 9:50 pm

Oops, didn't played aeod because of fatal errors for a while, but I'm not sure that another mods will be in furthermore.
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Re: GMOTA: Fantasy arcade action, [V0.9.6]

Postby Combine_Kegan » Fri Oct 31, 2014 3:10 am

aaaannnd updated, we're steadily getting closer to v1.0, and I think I can safely say mechanically Blaz is pretty much finished, all that's left is some audio and visual aesthetics
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Re: GMOTA: Fantasy arcade action, [V0.9.6]

Postby DoomRater » Fri Oct 31, 2014 9:11 am

With your permission I'd like to tighten up that gauntlet's charge blast so it's tic sensitive.
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Re: GMOTA: Fantasy arcade action, [V0.9.6]

Postby Hetdegon » Fri Oct 31, 2014 11:52 am

Just a minor flaw in the update, the start screen still shows 0.9.5.
New sub-items are so fun. Got the hammer and it was great happy fun time.
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Re: GMOTA: Fantasy arcade action, [V0.9.6]

Postby Cryomundus » Fri Oct 31, 2014 4:52 pm

Gonna say, like most of the stuff, but the fact that you can so easily throw away your sword is a huge downside, as you trade not only your sword, but the ability to power up sub-weapons and use Shining Knight. (I do know you can remake the sword, btw) You're fists are kinda shit really, since you don't really get any sort of benefit. I mean, if you still had access to powering up sub-weapons and shining knight, it'd be OK, but since it takes sword mana to make another sword, it's not really useful. It's a neat thing with a MASSIVE downside. Maybe cheapen the cost to remake the sword? Since it's a pretty vital tool to have, compared to your fists.

Let me tell you, its a WORLD of difference if you play with the sword vs the fists. ESPECIALLY if you run into any Cybs/Masterminds. If you've got no sword and no mana, you're screwed. Or a Arch-Vile horde. Shining knight is literally the only way I've been able to survive 8-10 Arch-Viles released at once.

Love everything else, especially the sub-items! Though, it kinda sucks if you get the hammer, and then toss it off the level by accident. (some levels have death pits/traps, so say goodbye to that hammer if you toss it there!) Maybe have it slooowly gravitate back to you once you toss it? Dunno if that's possible tho. The mini-cube/chests are especially handy tho, plus, its actually worth finding secrets with these added in!

Edit: Oh yeah, graphical bug, the turret icon for the powered up gauntlet is replaced by the old Bed O' Spikes icon. Or has it always been that and I've never noticed till now?

(Note: playing this pure, since I still have to re-make those add-ons btw.)
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Re: GMOTA: Fantasy arcade action, [V0.9.6]

Postby Combine_Kegan » Fri Oct 31, 2014 5:26 pm

DoomRater wrote:With your permission I'd like to tighten up that gauntlet's charge blast so it's tic sensitive.


Permission granted. I'm all for more polish


Cryomundus wrote:Gonna say, like most of the stuff, but the fact that you can so easily throw away your sword is a huge downside, as you trade not only your sword, but the ability to power up sub-weapons and use Shining Knight. (I do know you can remake the sword, btw) You're fists are kinda shit really, since you don't really get any sort of benefit. I mean, if you still had access to powering up sub-weapons and shining knight, it'd be OK, but since it takes sword mana to make another sword, it's not really useful. It's a neat thing with a MASSIVE downside. Maybe cheapen the cost to remake the sword? Since it's a pretty vital tool to have, compared to your fists.

Let me tell you, its a WORLD of difference if you play with the sword vs the fists. ESPECIALLY if you run into any Cybs/Masterminds. If you've got no sword and no mana, you're screwed. Or a Arch-Vile horde. Shining knight is literally the only way I've been able to survive 8-10 Arch-Viles released at once.

Love everything else, especially the sub-items! Though, it kinda sucks if you get the hammer, and then toss it off the level by accident. (some levels have death pits/traps, so say goodbye to that hammer if you toss it there!) Maybe have it slooowly gravitate back to you once you toss it? Dunno if that's possible tho. The mini-cube/chests are especially handy tho, plus, its actually worth finding secrets with these added in!

Edit: Oh yeah, graphical bug, the turret icon for the powered up gauntlet is replaced by the old Bed O' Spikes icon. Or has it always been that and I've never noticed till now?

(Note: playing this pure, since I still have to re-make those add-ons btw.)


I probably should reduce the cost of resummoning. But I'd need to reduce the power of the charged sword throw attack. I'm actually not happy with the effect of the charged throw when it hits stuff

As for losing hammers, well throw them with a little more caution. They're incredibly powerful and if I give them a fail safe then they'd be crazy overpowered
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Re: GMOTA: Fantasy arcade action, [V0.9.6]

Postby Cryomundus » Fri Oct 31, 2014 5:35 pm

Tbh, I'm not really fond of the "Throw an exploding sword" bit, as it overlaps with the gauntlets charge shot.

Edit: Are your sub-items supposed to reset to 1 upon entering a new map? I had 3 hammers, 3 mini-cubes, 1 armor amulet, and the rod, but when I went to the next map, I had only 1 hammer, 1 mini-cube, 1 armor amulet, and the rod. I had kept the mini's as to try a roulette the next map to see if I get anything good/double'd for that map so I'm just curious.
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Re: GMOTA: Fantasy arcade action, [V0.9.6]

Postby Combine_Kegan » Fri Oct 31, 2014 7:35 pm

Cryomundus wrote:Tbh, I'm not really fond of the "Throw an exploding sword" bit, as it overlaps with the gauntlets charge shot.

Edit: Are your sub-items supposed to reset to 1 upon entering a new map? I had 3 hammers, 3 mini-cubes, 1 armor amulet, and the rod, but when I went to the next map, I had only 1 hammer, 1 mini-cube, 1 armor amulet, and the rod. I had kept the mini's as to try a roulette the next map to see if I get anything good/double'd for that map so I'm just curious.


The sub items are definitely not supposed to reset when you enter a stage. That's... Odd. Also I'm open for ideas for a charged throw
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Re: GMOTA: Fantasy arcade action, [V0.9.6]

Postby Mikk- » Fri Oct 31, 2014 8:00 pm

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Re: GMOTA: Fantasy arcade action, [V0.9.6]

Postby Cryomundus » Fri Oct 31, 2014 8:58 pm

You could probably do a Wind Waker style boomerang, where you can target about 5 or so monsters and have it bounce between then for a set amount of time/bounces.
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Re: GMOTA: Fantasy arcade action, [V0.9.6]

Postby Combine_Kegan » Fri Oct 31, 2014 9:33 pm

Cryomundus wrote:You could probably do a Wind Waker style boomerang, where you can target about 5 or so monsters and have it bounce between then for a set amount of time/bounces.


A bouncing sword that aims directly for monsters? That sounds pretty badass, I'd need to figure out how to make that work
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Re: GMOTA: Fantasy arcade action, [V0.9.6]

Postby Cryomundus » Fri Oct 31, 2014 9:58 pm

Found another bug: The midcharge shot of the gauntlet will give 20 mystic force back if you shoot spellcubes/chests. None of the other shot's do this btw.
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Re: GMOTA: Fantasy arcade action, [V0.9.6]

Postby Xanirus » Sat Nov 22, 2014 2:24 pm

I have to say, this is probably one of the best mods I've played. It feels like an old NES/SNES fantasy sidescroller done in a 3D space.(well...as 3D as far as the Doom engine is concerned.) It does have a bit of a learning curve though, for instance it took me a while to figure out the interface.

On a side note, does anyone know of a fantasy-style texture set out there to run with this mod? I only found this, but all it seems to do is change the colors of the default Doom 2 textures. I'm probably using it wrong though, (running it together with GMOTA in ZDL)

http://www.doomworld.com/vb/wads-mods/53138-rottking-essels-medieval-texture-pack/

Also, it seems those purple orbs encased in the gold frames that enemies don't seem to do anything yet. There's also a sub-item called the portacube that seems to look like the same thing, but when I use it it just drops the item and it moves around. EDIT: Nevermind, they were containers to shoot. Didn't think of that since the chests were kind of the same thing.
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