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

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

Tactical
33
41%
Classic
1
1%
Both! But in a pack.
46
58%
 
Total votes: 80

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

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

Post by TheNightATK300 »

Huh, that could be a useful find. Thanks mate!
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skyrish10
Posts: 579
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 »

TheNightATK300 wrote:Huh, that could be a useful find. Thanks mate!
Your welcome, hope to hear those in the next update
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EmerphiS
Posts: 30
Joined: Fri May 21, 2021 7:22 pm
Location: In a long line on Mars

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

Post by EmerphiS »

Is this modification still in the making? I've been looking for something like this for a long time, it looks great, I already want to try it with other mods like jawm
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EmerphiS
Posts: 30
Joined: Fri May 21, 2021 7:22 pm
Location: In a long line on Mars

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

Post by EmerphiS »

I love the mod, it's a bullet hell almost literally, an enjoyable and challenging one.

after playing a little there are still things that could perhaps be fixed even so, leaving the issue of aesthetics for last, we well know that it could be played in any wad that is allowed.

In Game:
-One of the first things that caught my attention is that the drone is quite annoying, it moves too much and on open maps it sometimes takes a long distance, in areas where I found one and there was sky, it was lost in the distance and kept shooting at me , forces to give a lot of priority, also, when there are elementals, with a few that are generated it is as if a turret attacked you from different flanks

-the specter is quite recurrent, and having several in some areas, makes for a similar situation to the previous one, I have already had some altercations with Ghost marines that forced me to entrench myself where I could so that I only had to aim forward and shoot

-this last one more as a request, could there be some kind of compatibility with a package to change the voices of the enemies by voices of zombies like in Doom 3? it's weird to see how some apparently normal human enemies are able to walk in lava and acid without suffering anything even without demonic abilities or any of those logics lol

For the aesthetic side and others:

-Looking between future plans and others, perhaps units such as doctor (arch-vile) and technician or some kind of mothership (elementary) could be added.

-A soldier who provides medical support and carries a special weapon (in the Pinochestein mod there is a similar enemy who can give ideas). And on the other hand a soldier that arm drones, or a ship that deploys them.

-Like the above, the Ghost Marine could have something minimally visible when he is not visible, maybe on his feet, so if you don't notice his advance or something else, you'll know it was your lack of attention.

-for some cybernetic enemy replacements, maybe armor-mounted soldiers, or exoskeletons, but don't go too much for big robotic suits so as not to take away so much the aesthetic of tactical, fast and deadly enemies.

-The drones could have lights or have something in their designs blink to make them easier to spot. Similar to public access drones.
other designs that could look good are strife drones.

hints for next enemies:
(perhaps for variants or for those not yet thought of)

-Cacodemon Replacement/variant:
marine with jetpack, maybe something like Robocop.
marine on hovercraft


-Arch-Vile Replacement/variant:
Medic with dart gun.
Medic with stun gun.

-Pain elemental Replacement/variant:
Technician with special suit, will go down to manufacture drones.
Mini mothership, mini flying factory that deploys drones.

-Mancubus Replacement/variant:
Marine with bomb suit and modified flamethrower.
marine with bomb suit and grenade launcher.

-Revenant Replacement/variant:
Marine with modified javelin, javelin for armored human targets

Mastermind Replacement/variant:
exoskeleton-mounted sergeant with machine guns, similar to Wolfenstein but with somewhat exposed body like alien cargo machines or avatar robots. + when defeated leaves a sergeant or an enemy with a pistol.

Cyberdemon Replacement/variant:
the same as the Mastermind, but a little more heavily armored, swap the machine guns for big cannons + when defeated leaves a sergeant or an enemy with a pistol.

I hope I have not overdone it, and I hope that some suggestion will help you or at least give you more ideas to continue your work.

How I said, excellent mod and very enjoyable, and challenging, I love facing enemies that force me to run and cover myself unlike projectiles which can spin around them haha.
If something was not clear, let me know, because I have used a translator.

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