[HEAVILY WIP] Combatant Warfare 0.2 - Where's Our...

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for 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.

Should I make the marines tactical (Reloads and grenades) or Classic (Without these)

Tactical
33
43%
Classic
1
1%
Both! But in a pack.
43
56%
 
Total votes: 77

User avatar
TheNightATK300
Posts: 193
Joined: Fri Oct 14, 2016 7:21 pm

[HEAVILY WIP] Combatant Warfare 0.2 - Where's Our...

Post by TheNightATK300 »


Image

I just hope the logo dosen't suck. Including my first mod too.
-Is a mod for GZDoom 3.0+. Not compatible with other source ports!

So, all of you boys and girls (and probably demons) out there. What in the world is Combatant Warfare? Lemme tell ya.

It's a mod for-Okay okay, I just said that. But what it does is simply to replace most of the monsters to actual enemy marines. It's inspired by WW's Nazis!, WW's Terrorists! and among other beastiary mods.

The backstory of this? Well, who knows? Maybe the demons probably possessed their minds to killing the marine? The marine is fighting against UAC's rival corporation? Or the marine is simply plain rogue? We don't know. But for sure, you're fighting against tough and intelligent guys with guns. No more zombies, no more demons armed with cannons. Just fighting the regular bad (or good?) guys like in modern FPS games.

As always, either go blind for the heck of exploration or just check the mod's taste of this guide below!
Spoiler:
UNCLASSIFIED UNITS, MAY BE WORK IN PROGRESS:
Spoiler:
Not-so-Promotional Screenshot(s):
Spoiler:
Actual Screenshots (Taken from Bloodstain.wad):
Spoiler:
Changelog:
Spoiler:
Download link: Version 0.2b HOTFIX - Where's our Bottomless Mags?! 3.37 MG

Older Versions:
Spoiler:
Credits:
Spoiler:
Any feedback and reported bugs are welcome. ~TheNightAttack300 (XSlayer300)
Last edited by TheNightATK300 on Fri Sep 29, 2017 4:24 am, edited 5 times in total.
User avatar
Kinsie
Posts: 7402
Joined: Fri Oct 22, 2004 9:22 am
Graphics Processor: nVidia with Vulkan support
Location: MAP33

Re: [HEAVILY WIP] Combatant Warfare 0.1 - Operation is a Go

Post by Kinsie »

You spelled your logo wrong.
User avatar
TheNightATK300
Posts: 193
Joined: Fri Oct 14, 2016 7:21 pm

Re: [HEAVILY WIP] Combatant Warfare 0.1 - Operation is a Go

Post by TheNightATK300 »

Ah carp. Oh well, I'll try to redit the logo later. Mistakes happen for first timers. Xd
User avatar
skyrish10
Posts: 577
Joined: Sat Apr 02, 2011 3:52 am
Operating System Version (Optional): Windows 7
Location: Night City

Re: [HEAVILY WIP] Combatant Warfare 0.1 - Operation is a Go

Post by skyrish10 »

Is this a lite version Mutiny (Woolie Wool)? also you should add the female marines and voice clips from those games for a variety.
Last edited by skyrish10 on Fri Sep 29, 2017 4:14 am, edited 1 time in total.
User avatar
TheNightATK300
Posts: 193
Joined: Fri Oct 14, 2016 7:21 pm

Re: [HEAVILY WIP] Combatant Warfare 0.1 - Operation is a Go

Post by TheNightATK300 »

Ah yeah. That is also going to be a planned feature as well. Also, I am not sure about the first part.
User avatar
Brohnesorge
Posts: 495
Joined: Sat Oct 08, 2016 9:10 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Win10
Graphics Processor: nVidia with Vulkan support

Re: [HEAVILY WIP] Combatant Warfare 0.1 - Operation is a Go

Post by Brohnesorge »

This is actually pretty neat but it desperately needs both sound and visual variety. All the enemies look too similar to each other, and all make the same sounds. Swapping around heads and bodies from other human sprites would go a long way to make this mod higher quality.

Also the stun beam lasts far too long. You get hit with it and it's just a death sentence, considering how Chaingunners are used in maps and snipers are often nearby. Cut the duration to, like, a fifth.
User avatar
TheNightATK300
Posts: 193
Joined: Fri Oct 14, 2016 7:21 pm

Re: [HEAVILY WIP] Combatant Warfare 0.1 - Operation is a Go

Post by TheNightATK300 »

Yeah, true... Sorry, quite I newbie when it comes to balancing and such. Random variants are a feature, but I'm also thinking about adding non-human enemies too, like tanks and such. And maybe Exo soldiers too, I'm not really creative about things.
User avatar
TheNightATK300
Posts: 193
Joined: Fri Oct 14, 2016 7:21 pm

Re: [HEAVILY WIP] Combatant Warfare 0.1 - Operation is a Go

Post by TheNightATK300 »

Alright, redid logo now. Time to get back to work. Currently here's the list of the new update for now.

Code: Select all

0.2 ALPHA
-Shorted Stun time from 8 seconds to 1.
-Compressed most of the sounds.
User avatar
TerminusEst13
Posts: 1625
Joined: Mon Nov 09, 2009 3:08 pm

Re: [HEAVILY WIP] Combatant Warfare 0.1 - Operation is a Go

Post by TerminusEst13 »

I hate to say it, but you're probably gonna need to re-do it again, unless you want Warefare... :D
User avatar
TheNightATK300
Posts: 193
Joined: Fri Oct 14, 2016 7:21 pm

Re: [HEAVILY WIP] Combatant Warfare 0.1 - Operation is a Go

Post by TheNightATK300 »

Topkek, did not know. Thanks for reminding me about it. All of a sudden it's a Warehouse Warfare!
User avatar
TheNightATK300
Posts: 193
Joined: Fri Oct 14, 2016 7:21 pm

Re: [HEAVILY WIP] Combatant Warfare 0.1 - Operation is a Go

Post by TheNightATK300 »

Anyways, the update will be uploaded soon. In the meantime, have a little changelog at what is going to be added.

Code: Select all

0.2 ALPHA
-Shorted Stun time from 8 seconds to 1.
-Compressed most of the sounds.
-Changed many of the Obituaries ingame.
-Added Tactical Mode! Tactical Mode can be enabled from CW Options Menu (from Options Menu). But otherwise it can be disabled from the menu.
-Added Scythe Commando, these guys are deadly and fast. Better pack a rocket launcher for this one. They're inspired by Scythe 2's evil marines, hence the name. They replace Wolfenstein SS as an available option.
-Added the Sentry Drone, replaces the Lost Soul.
-Added the Lieutenant, replaces the Hell Knight.
-Added female standard Marines. Also added more variants of Marines
-Added voices to Standards. Female Standards however have no spot sound yet.
User avatar
TheNightATK300
Posts: 193
Joined: Fri Oct 14, 2016 7:21 pm

Re: [HEAVILY WIP] Combatant Warfare 0.2 - Where's Our...

Post by TheNightATK300 »

0.2 Alpha released! Here's the changelog.

Code: Select all

0.2 ALPHA
-Shorted Stun time from 8 seconds to 1.
-Compressed most of the sounds.
-Changed many of the Obituaries ingame.
-Added Tactical Mode! Tactical Mode can be enabled from CW Options Menu (from Options Menu). As of now, this currently adds reloading to all of the marines. But otherwise it can be disabled from the menu.
-Added Scythe Commando, these guys are deadly and fast. Better pack a rocket launcher for this one. They're inspired by Scythe 2's evil marines, hence the name. They replace Wolfenstein SS as an available option.
-Added the Sentry Drone, replaces the Lost Soul. I guess you might want to avoid their strafe fire...
-Added the Commando (Lieutenant actually sounds silly for me), replaces the Hell Knight.
-Added female standard Marines. Also added more variants of Marines. That's a ton of them!
-Added voices to Standards and other marines (May be a placeholder). Female Standards however have no spot sound yet.
-Changed the CQB Marine's Shotgun sounds.
-Speakin' of the CQB Marine, the CQB Marine has a 'Desperate' attack when out of ammo. Don't get close while he's retreating!
-Added Sniper sounds.
-And other things that I forgot..
As always, don't forget to enjoy the mod and keep an eye out for new updates!
User avatar
RikohZX
Posts: 307
Joined: Tue Sep 04, 2012 9:11 pm

Re: [HEAVILY WIP] Combatant Warfare 0.2 - Where's Our...

Post by RikohZX »

It'd seem the mod's attempting to load a map that doesn't exist. "Map does not have a namespace," "Map has no vertices."
This sorta renders it unplayable.
User avatar
TheNightATK300
Posts: 193
Joined: Fri Oct 14, 2016 7:21 pm

Re: [HEAVILY WIP] Combatant Warfare 0.2 - Where's Our...

Post by TheNightATK300 »

Really? Not me though, I'm running on vanilla Doom with GZDoom 3.2 and it still works. Maybe the map is the problem I think, what do you use?

EDIT: Oh right, the error only happens in MAP01. MAP02+ works just fine for some reason.. Hold on, I'm going to create a hotfix.
User avatar
skyrish10
Posts: 577
Joined: Sat Apr 02, 2011 3:52 am
Operating System Version (Optional): Windows 7
Location: Night City

Re: [HEAVILY WIP] Combatant Warfare 0.2 - Where's Our...

Post by skyrish10 »

Return to “Gameplay Mods”