Combined_Arms v1.4: Red hot Blastmaster MK2 edition!

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Re: Combined_Arms v1.3: Red hot Blastmaster MK2 edition!

Postby Combine_Kegan » Fri Aug 24, 2018 3:53 am

Ts879 wrote:How do you summon crates in the game? I wanna test out the BFG type weapons.


Summon a BFG9000 and knock yourself out!
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Re: Combined_Arms v1.3: Red hot Blastmaster MK2 edition!

Postby NotSoHazy » Fri Aug 24, 2018 7:46 am

What the wad in the first screenshot?
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Re: Combined_Arms v1.3: Red hot Blastmaster MK2 edition!

Postby Tesculpture » Fri Aug 24, 2018 8:41 am

As a lifelong Transformers fan, I fell in love with the Blastmaster Mk2 at first sight. The simple act of tapping my number keys is now a divine ecstasy.

The overheat mechanic makes for some interesting tactical choices. Since the guns generally get more powerful when the thermometer reaches the yellow, I made a habit of using the Mantis Bunker to pre-heat the gun without firing off any ammo. On the other hand, sometimes the guns display more desirable qualities for a situation when they are cool, which requires venting more often. And then there are the different attacks achievable by venting at different temperatures...

Well played sir, well played.
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Re: Combined_Arms v1.3: Red hot Blastmaster MK2 edition!

Postby Toberone » Fri Aug 24, 2018 3:40 pm

I've been playing Blastmaster more recently and I agree, its awesome. I really feel like I'm using every possible tool at my disposal with this character and I like how its basically the namesake of the mod taken pretty literally. The heat system is well done, its both a blessing and a curse and working around it is pretty stimulating. Man lots of spritework too sheesh, I was not expecting pump animations for everything.

I also think it feels like a decent challenge especially with the monster mod. Its a great fit for maps that fit the campy future aesthethic.

My only criticism for it Is I really think we should get a proper bfg mode for it, I think the crates are cool but I think it should really only be for the first character. its just a bit jarring suddenly switching to a new weapon especially when there even a melee mode, I feel like mr.blastermaster should never have to move his arms lol. Also artistically only the .100% pistol really works for blastermaster cause of the eriance/amuscaria sprites. Edit: Course feel free to disagree, rereading what I just wrote, its basically a demand and I apologize.
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Re: Combined_Arms v1.3: Red hot Blastmaster MK2 edition!

Postby a.dusty.taco » Sat Aug 25, 2018 9:31 pm

I couldn't help but laugh for like 3 minutes when I found out about the tiny revenant army box. Ohh god I felt like ICARUSLIV3s in his video. A very happy man. Just love everything.
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Re: Combined_Arms v1.3: Red hot Blastmaster MK2 edition!

Postby Lime » Sun Aug 26, 2018 3:43 am

This Update is fun! Here's what I think about the new ones.
- The Rivet Gun has unique concept from shooting rivets then turn to caltrops and the altfire makes it kicking it up for the enemies to waste the health.
- From the Crates, my favorite is the pistol, because I can see from what reference that you've inspired. The 2nd is the Revenant Box, because of the attack to make an army for the agitation and the calcium (Humans needed the calcium....).
-Blastmaster Mk2 has going to an arcade-style with the satisfying deploy animations of the type of weapon to choose, my favorite is the Super Shotgun.

-Overall, This has to be the greatest return of the weapon mods that I've seen! Thanks for making this Mod.
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Re: Combined_Arms v1.3: Red hot Blastmaster MK2 edition!

Postby Combine_Kegan » Mon Aug 27, 2018 3:14 am

Gave another quick update for both Combined_Arms and Combined_Harms, fixing the Ranger grenade launcher bug, buffs to a few crate weapons, and lowering the HP value of the hell knights in Combined_Harms
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Re: Combined_Arms v1.3: Red hot Blastmaster MK2 edition!

Postby Dwailing » Mon Aug 27, 2018 3:21 pm

Combine_Kegan wrote:... lowering the HP value of the hell knights in Combined_Harms


Oh thank God. I was actually just about to come and post something about that, lol. Those things were way too tanky. ^^
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Re: Combined_Arms v1.3: Red hot Blastmaster MK2 edition!

Postby Tesculpture » Wed Aug 29, 2018 7:12 am

Found a bug; picking up a Fission Sweeper when you already have one displays the wrong pickup message ("You got the Ranger Grenade Gun").

Another thing, though I don't know if it's intentional: the ice beam's heated-up shots don't use the ice damage type (and thus do not freeze enemies) like the normal shots do.
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Re: Combined_Arms v1.3: Red hot Blastmaster MK2 edition!

Postby Brett » Wed Aug 29, 2018 3:09 pm

Just want to say, this is a truly great mod! It was one of my favourite weaponsets before and it's even better now with all of these updates and the new loadout! Can't wait to see what's to come!
The only thing I kinda miss is the blursphere being replaced with mid-tier weapons. The new crate weapons are obviously BFG material and awesome, but they can be pretty rare on some map sets and I am not the greatest fan of invis.
But this has to be only nitpick I have. Keep up the great work!
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Re: Combined_Arms v1.3: Red hot Blastmaster MK2 edition!

Postby Facínora » Fri Aug 31, 2018 10:57 am

Combined Arms is probably the mod I have recorded most videos with on my channel, but I wasn'1 following its development since 1.0. Then I made a simple review video commenting whats new and I think the Fission Sweeper isn't alerting monsters. Also, I had trouble when combined it with some monster packs, like Kriegsland Enemies Pack or even BD's one. I also have to say that I loved the Beastmaster rifle. these animations and sprites are gorgeous.
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Re: Combined_Arms v1.3: Red hot Blastmaster MK2 edition!

Postby Combine_Kegan » Sat Sep 01, 2018 7:22 am

Facínora wrote:Combined Arms is probably the mod I have recorded most videos with on my channel, but I wasn'1 following its development since 1.0. Then I made a simple review video commenting whats new and I think the Fission Sweeper isn't alerting monsters. Also, I had trouble when combined it with some monster packs, like Kriegsland Enemies Pack or even BD's one. I also have to say that I loved the Beastmaster rifle. these animations and sprites are gorgeous.


Oh crap, you're right, the Fission Sweeper is silent. I'll fix that in a future update, my bad. That's odd that Combined_Arms isn't playing nice with those monster packs, do you have a log of what went wrong?
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Re: Combined_Arms v1.3: Red hot Blastmaster MK2 edition!

Postby ArchXeno » Sat Sep 01, 2018 9:56 pm

Cacodemons can infight with each other, probably from the concussive blast attack
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Re: Combined_Arms v1.3: Red hot Blastmaster MK2 edition!

Postby m8f » Sun Sep 09, 2018 3:41 am

I'm sorry for being late to the party. Combined Arms became even more Combined! The new BlastMaster MKII set is super enjoyable.

May I suggest adding weapon tags for SKPistol and TSBrick classes in some future update? And maybe to other classes that lack tags.

Oh, and by the way, Weapon Menu's out-of-the box support for Combined Arms is fixed now.
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Re: Combined_Arms v1.3: Red hot Blastmaster MK2 edition!

Postby Facínora » Wed Sep 12, 2018 1:54 pm

Combine_Kegan wrote:do you have a log of what went wrong?


nope... Sorry. I can't remember what went wrong with BD Monsters, but with Kriesgland Enemies Pack it is shown in the video (about 12:00). The monsters' shots turn into some kind of "wire" in the map, and if you touch it, you take damage... It seems to happen randomly as well, but more in GZDoom 3.5.0 than in Zandronum 3.0.
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