GMOTA: Fantasy arcade action, UPDATE 11/15/2019 [V1.3]

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

Postby Laggy » Fri May 04, 2018 3:29 pm

So I hit a bonelord with a hammer and now I'm somehow losing health while this message appears.
Spoiler:

----
Welp, apparently I stopped losing health after saving, dying and reloading the save file. Weird.
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby AvzinElkein » Sat May 05, 2018 10:19 pm

It seems that there's no way to get the Arcane Charger in regular DOOM... or is that intentional?
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby Captain J » Sun May 06, 2018 2:16 am

Arcane Charger is SSG replacement, as far as i know.
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby AvzinElkein » Thu May 10, 2018 3:57 pm

I have no idea what Dark Gems do...
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby Cryomundus » Thu May 10, 2018 6:27 pm

For Blaz, Dark Gems are ammo for the Blazter's subweapons.

For DoomSlayer, they're rocket/missile ammo.
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby AvzinElkein » Thu May 10, 2018 7:03 pm

Speaking of subweapons, I only keep getting sword subweapons!
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby Cryomundus » Thu May 10, 2018 7:42 pm

Yeah, the sword ones are significantly more common than the blazter ones. Blazter subweapons seem to drop more often from the stronger foes.
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby Solaela » Fri May 11, 2018 11:56 pm

Having a LOT of fun with this mod as it changes up so much. Got a couple of questions...

Any plans to put this in heretic too? I feel it might fit as well.

And any good castle style maps to use this on?
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby Zordanis » Sun May 20, 2018 11:05 am

Hello!
I have a couple of questions about sprints:
1. Can I use them in one project? (Since I really liked the EDGELORD sprites)
2. If you answer me negatively to this question then: Can I get an permission in their use?
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby Combine_Kegan » Sun May 20, 2018 5:09 pm

Zordanis wrote:Hello!
I have a couple of questions about sprints:
1. Can I use them in one project? (Since I really liked the EDGELORD sprites)
2. If you answer me negatively to this question then: Can I get an permission in their use?


Well I can't really forbid you from using those sprites, seeing as they're just edits of pre-existing monster sprites. What do you plan on using them for?
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby Bodhisattva » Sun May 27, 2018 4:51 pm

Holy cow! I haven't had that much fun with a Doom mod in a while.
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby DEDLI » Fri Jun 01, 2018 9:44 am

https://youtu.be/5lzZpvjikIY?t=19m40s
here is video example of the bonelord eating a hammer and then somehow killing me from the great beyond
also this mod is fucking beautiful
Last edited by DEDLI on Fri Jun 01, 2018 7:58 pm, edited 1 time in total.
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby Captain J » Fri Jun 01, 2018 11:17 am

Sadly this vid gives me an error... ):
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby Tesculpture » Wed Jun 13, 2018 7:01 pm

Having completed my playthrough of Back To Saturn X 1 and 2, I think I have a better idea how to use the various subweapons and subshots, and retract my previous comments. It definately pays to have at least one long range subweapon or subshot on your person at all times, but more of them are capable of that than I gave credit for.

If I can make one suggestion, could you give Doomslayer at a special bomb or dagger that can freeze enemies? I feel sorry for him because he misses out on ice cream...
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Re: GMOTA: Fantasy arcade action, UPDATE 4/3/2018 [V1.2]

Postby Knightmare_Incarnate » Tue Jul 10, 2018 1:21 am

I've Been a fan of GMOTA since v0.9.3 man! I love your mod to death!

I love the new changes to the combat, the stamina bar was really annoying on v0.9.9 as it breaks the flow of combat. I also love the way you balanced out things by having the player search out the upgrades, giving the player a sense of pride and accomplishment. It really feels like an old school beat'em up/ rpg, reminiscent of Dungeons and dragons arcade games.

The only criticism I have though is that the DoomSlayer is...well pretty basic just as you'd endorsed... and that makes him a little underpowered compared to Lord Blaz. His self sustain is pretty low since the dagger heals so little and it's cool downtime is too long. I get the grenade but not the dagger. I play the Doomslayer like how I play Vermintide, methodical. His speed does not really change anything and can be a bit visually straining (at least for me) making it very hard to play on autorun. Nothing really to comment about lord Blaz, he's perfect. I'm wondering if you're gonna try and ...flesh out(?) his gameplay like what you did with Blaz. I really do hope so too since he's awesome to play as. Also, the way the enemies....talk is...kind of...idk, weird. I mean I know that you were going for but they just came off as... extremely cheesy and weird, this is just personal preference though.

All in all, I love this mod. Will this be the final version? or will you keep updating it?


Also Lord Blaz's design reminds me of a certain goblin slaying adventurer. So I made this. Well not really made, just recolored. The resemblance is uncanny, no?

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