Combined_Arms Gaiden (v1.1 update 7-24-20)

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Combine_Kegan
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Combined_Arms Gaiden (v1.1 update 7-24-20)

Post by Combine_Kegan »

Image



A simple NES themed weaponset, featuring plenty of custom weapon sprites and a few other fun quirks. Load it up with GZDoom or Zandronum, and have fun.

DOWNOAD LINK HERE


Have a few screenshots as well!





Last edited by Combine_Kegan on Fri Jul 24, 2020 2:31 am, edited 7 times in total.
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namsan
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Re: Combined_Arms Gaiden

Post by namsan »

looks fun!
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TheNightATK300
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Re: Combined_Arms Gaiden

Post by TheNightATK300 »

Nice job Keagan, any recommended mapsets for this?
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Combine_Kegan
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Re: Combined_Arms Gaiden

Post by Combine_Kegan »

TheNightATK300 wrote:Nice job Keagan, any recommended mapsets for this?
My go to is Alfonzone
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Captain J
 
 
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Re: Combined_Arms Gaiden

Post by Captain J »

Just woke up and saw this. It just got released, quicker than i thought! And again, those 8 bit graphics and reference are marvelous.

So i might play this and give ya some feedback later!

EDIT: Aaaand just played it with good ol TNT and this is very fascinating and retrospective, with tons of 8 bit graphics and sound effects. Kudos for the awesome work! Oh, and feedback:
Spoiler: spooiler
And lastly, just found out the Projectiles of Solar Pistol and Sophia Blaster do not get affected by the freeze cheat. So that's a thing!
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Combine_Kegan
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Re: Combined_Arms Gaiden

Post by Combine_Kegan »

Captain J wrote:Just woke up and saw this. It just got released, quicker than i thought! And again, those 8 bit graphics and reference are marvelous.

So i might play this and give ya some feedback later!

EDIT: Aaaand just played it with good ol TNT and this is very fascinating and retrospective, with tons of 8 bit graphics and sound effects. Kudos for the awesome work! Oh, and feedback:
Spoiler: spooiler
And lastly, just found out the Projectiles of Solar Pistol and Sophia Blaster do not get affected by the freeze cheat. So that's a thing!

I will not be adding the ability to pick up items with the Bionic Wire. I need to keep everything Zandronum compatible.

I'm also not particularly interested in adding any extra visual effects for the Dragon Sword while powered up with the berserk.

The berserk pack actually DOES augment the wire, next time you get it, throw out the wire and check the range.

The Holy Water bottle in Castlevania pierces through enemies before smashing to the floor, so I want to keep it that way. I might make the red water bottle bounce off enemies before falling to the ground later though.

I assume that particle effect is the harmless bulletpuff actor I have with all the weapons to trigger switches, odd that it's showing up.

At the time I could not add a meter for the golden hammer's duration as this mod is also included in a collab pack where I couldn't alter the HUD. I'm not sure if I'll do anything for that in this though.

The hammer's primary taking two shots to kill a mastermind makes sense seeing as the vanilla BFG ball does a hefty chunk of damage alongside the rays, whereas the hammer has an explosion and the rays. I can probably add +FORCERADIUSDMG to the explosion to bring back that one shot power.

The weapons not being able to be cheated in was a failsafe for that collab pack, I'll be removing that in the upcoming little update, and the projectiles not being able to be frozen is just something I do out of habit for my weapons.

Glad you like the mod though
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Captain J
 
 
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Re: Combined_Arms Gaiden

Post by Captain J »

Combine_Kegan wrote:The berserk pack actually DOES augment the wire, next time you get it, throw out the wire and check the range.
Playing more and you're right. It does have range and damage boost. It's still not powerful enough to kill pinkies in two or three hits, but the enhanced knockback effect would do.

Speaking of which, the hook's spawning spot is a bit high so it feels like the wire is disconnected. Also unlike the hook with no berserk on, it looks like Arti has extra hooks to throw because the animation can't keep up with the longer projectile anymore.
The Holy Water bottle in Castlevania pierces through enemies before smashing to the floor, so I want to keep it that way. I might make the red water bottle bounce off enemies before falling to the ground later though.
Boost the damage, at least? Not much, but powerful enough to kill a single zombieman.
I assume that particle effect is the harmless bulletpuff actor I have with all the weapons to trigger switches, odd that it's showing up.
That and Solar Pistol. I also just found out this happens to my both mods, Netronian Chaos and Rebel Rumble as well. It's not crucial, but just getting in my way. Adding the Flag, -ALLOWPARTICLES fixes it though.
At the time I could not add a meter for the golden hammer's duration as this mod is also included in a collab pack where I couldn't alter the HUD. I'm not sure if I'll do anything for that in this though.
I think i found a way to add some kind of powerup-indicating stuff to the HUD without having to alter it too much nor editing the SBARINFO: try add Inventory.Icon "CGPUF0" to GoldenHammerPower.
The hammer's primary taking two shots to kill a mastermind makes sense seeing as the vanilla BFG ball does a hefty chunk of damage alongside the rays, whereas the hammer has an explosion and the rays. I can probably add +FORCERADIUSDMG to the explosion to bring back that one shot power.
Don't get me wrong. It's still powerful and helps a lot when you're surrounded by the enemies. And Alt-Fire is worth using in such situations. But it's just weird that a single up-close bfg blast could kill SMM, or bfg-tier weapons from most of the gameplay mods.

Thanks so much for the detailed and neat replies. I hope i can help ya even more later!
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Carrotear
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Re: Combined_Arms Gaiden

Post by Carrotear »

Please excuse the bad framerate/lag

Made a quick vid using contra doom monsters and it fits so well. All is missing is a NES jukebox mod and it would be complete.
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Ryuhi
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Re: Combined_Arms Gaiden

Post by Ryuhi »

Everything is fun as heck, great job as always Kegan!

Minor bug report: When using it with D64 Consolation Prize, the jetpack thrust doesn't work. I figure it has to do with the custom gravity, since it works just fine in other mapsets where you can't jump, but I figured I'd mention it just in case.

Other than that, everything feels amazing. The feedback really sells the set, I find myself constantly switching weapons because everything is so damn fun to use.
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openroadracer
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Re: Combined_Arms Gaiden

Post by openroadracer »

Carrotear wrote:Contra Doom Monsters
You have a standalone of just the Contra enemies? Link please?

(Sincerest apologies for the minor derail.)
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Carrotear
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Re: Combined_Arms Gaiden

Post by Carrotear »

openroadracer wrote:
Carrotear wrote:Contra Doom Monsters
You have a standalone of just the Contra enemies? Link please?

(Sincerest apologies for the minor derail.)

Well first I need permission from the author and work out some other kinks.
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openroadracer
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Re: Combined_Arms Gaiden

Post by openroadracer »

Carrotear wrote:Well first I need permission from the author and work out some other kinks.
Ah, understandable. I can wait.
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Combine_Kegan
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Re: Combined_Arms Gaiden

Post by Combine_Kegan »

I updated this to v1.1, you should all grab it as it fixes an issue with hitscanners being unable to shoot you as easily as they're normally supposed to.
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Linz
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Re: Combined_Arms Gaiden

Post by Linz »

Carrotear wrote: Please excuse the bad framerate/lag

Made a quick vid using contra doom monsters and it fits so well. All is missing is a NES jukebox mod and it would be complete.


Now that's a name I haven't heard in sometime


Shame that mod has apparently been abandoned
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Captain J
 
 
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Re: Combined_Arms Gaiden (v1.1 update 7-24-20)

Post by Captain J »

And actually i can hear some of my metadoom-inspired sound pack from Carrotear's gameplay vid there!

Anyway i think this mod goes slightly well with Pogostick. The view is literal sidescroller, crusty at times but actually playable, especially if you're on MAP03!

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