I must admit that's probably the best gameplay mod for Doom that I found since DemonSteele! And thank you for Zandronum support also. But I wonder what some items from chests like candles do. Is there some more detailed manual than in-game F1?
Also it seems we found a bug. We play survival coop using Zandronum with Survival Reinforcements.
If you play as Doomslayer, died and revived by your comrades - you can't use zoom and reload functions until you complete a map or map will be restarted because all died.
The candles are just a way to show how much time a subweapon drophas left before it vanishes. As for the revive glitch, I'd wager it's because getting revived doesn't load the ACS script that handles some of Doomslayer's abilities properly.
We've noticed that other characters are broken after revival too. Blaz can't use alternative attack. Kustam battery change doesn't work as intended and stun gun stops working after the first use.
I'm working my way through Scythe 2 with the Doomslayer and having an absolute blast! Just curious - is there an advantage to using his fists rather than the alt-fire sword or the Mourning Star's melee?
Yeah there is actually, blunt attacks (Fists and the Mourning Star melee) will build up extra Grit (Blue Mana), and sword attacks will build up extra Mettle (Red Mana)
Blunt attacks also have more knockback to them, so fists are good for bullying enemies.
So, would you be willing to disclose how the sword works? like the combo system knockback thing? I'm trying to make a doom wad of my own and i'm just in love with your combo system.
Blaz's sword is pretty simple honestly. When you press fire he opens up with the stab that forces a flinch, and then as you hold fire he'll just infinitely swing back and forth. Of course landing attacks builds up FP and at 100 the sword powers up for increased damage and lifesteal.
I have been trying out your mods, and they're fantastic! Say, Is there any chance you could introduce a monster-only version of GMOTA in the future? I have been curious if you could do so because I want to test GMOTA's enemy roster against similar fantasy mods like AshVSDoom, Heretical Doom, and Walpurgis. ^^
Especially since you made the Malefactors Mod for Combined Arms
Would you believe I've joked around when I first saw the announcement of The Dark Ages of something to the effect of "Id is going to hear from my lawyers."
and thank you, I'm happy to see Kustam back as well.
I'm afraid I don't, I've been steadily picking away at the mod. I'm not sure if you saw it but I did put out a dev diary recently showcasing that changes I've made so far.
In hindsight I should post that stuff here too, that's on me.
He'll be returning in 2.0. I'm currently in the process of revamping Doomslayer, Kustam will be up next, and then finally the 4th playable character, Samson will be added.
yes it is, I actually made a dev diary about 10 days ago. I don't really use the devlogs here on itch.io, that's my fault.
Blaz is getting some further tweaks, Doomslayer has some notably big changes on the way, and Kustam is getting overhauled. THEN I'll be adding the final character.
More changes are on the way, fairly substantial ones as well. Blaz's fists are going to be far stronger, and it'll be easier overall to recharge the meter for powered strikes seeing as both the fists and the sword build it now.
Very glad to hear. o7 I really enjoyed some of the graphical changes in 1.5, like the grapple animation and Blaz's updated sprite. I've been telling all my friends for years now that GMOTA is top shelf, and they say "Yeah, we know." I was distraught that 1.5 felt like we were going backwards, but I'm glad that you're aware of it's issues. We all love you, man. Keep it up!
Honestly, despite what everyone says down below: I am pretty much enjoying 1.5.2 version. The system is just like in Doom Eternal actually (in Lord Blaz class):
When low on sword charge: Throw sword if it is a powerful enemy or slash your way out.
When low on blazter charge: Throw your sword and punch those poor bastards.
When your subweapon on cooldown: Hitting a stunned enemy deals twice the damage with blazter, so you'll feel like you are using a bow.
When low on health or there is a stronger enemy: Use your power sword. Throw your sword if its charge depleted. This way, you can store 2 charges with each hit.
When there is crowd of enemies OR there is a boss enemy: Use the unleasher. Strikes and white crystals refill your unleasher
And I am loving the subweapon system too.
For example:
For enemies far away: Starting spear does the work
Or
For enemies closer: Power Axe does the work.
Those are ones I'm using the most besides the torch, shield and hammer.
To be brief: This version is actually perfect for me to enjoy some classic simple medieval fighting. Keep up the good work!
Here's a little feedback on the 1.5.2 version. I played as blaz on knightmare mode without any saves on some wads i can't remember lol.
The 1.5 update seems to want to overhaul the whole game and make it more coherent and consistent, but i honestly still prefer the 1.4 version in many ways. It's so diferent that it just seems like a new game at this point. Some problems i did have with version 1.4 was that it was kind of easy to play, after a certain point when you've already collected all the upgrades and whatnot, it was very difficult to die, and Blaz was the weakest of the 3 for me.
Doomslayer was basically beefed up doomguy so he was already at home, and his bfg equivalent let him punch indefinitely until there was no more monsters, Kustam had perfect accuracy and great damage with his pistol, and his upgrades were very op and could easily wipe out waves of enemies. But Blaz didn't really have anything as op.
Being focused on close range meant that he was already handicapped. He had good melee damage but nothing really crazy, his powered up sword also didn't deal that much damage, his subweapons ranged from really good to basically useless, and his bfg was fine at best, very limited. His only truly op option was his buster upgrades, the blue one could deal a ton of damage and do some good crowd control, and the yellow one could tear through enemies while freezing them. So Blaz was pretty unbalanced and needed some changes.
The way Blaz plays in the new version is very weird. He pretty much got nerfed in every way possible. When you're surrounded for example, he's got very few options. Using the sword is not a good idea since his damage is not great, powering up the sword doesn't help much because of the low ammo and the damage is still relatively low and doesn't heal much, the sword throw seems to deal more damage than before but doesn't pierce through enemies anymore but throwing the powered up sword could maybe be a viable option to get rid of a small group of enemies, and then you can try and use the fists (which also don't deal much damage) to stun enemies while trying to take cover, but throwing the sword is a very awkward thing to do in these panic situations because it requires you to hold down the fire button for a litte and then release it, which is weird because the update seems to encourage the sword throw way more than before because of the lack of options that you had in the previous version, but doing that move requires you to prepare so much in advance, and in this situation you would still be open to a lot of damage depending on what monsters are surrounding you.
The subweapons are better but also heavily nerfed. They're very low on ammo so relying on them is not an option and the fact that they can't be powered up like the sword anymore just limits your options even more (honestly i didn't use the subweapons that much, so maybe i played it wrong). Also, the hammer acts really weird. If i use it at close range on an enemy it hits them with the melee variation, then it's immediately thrown. It used to be really cool to have an extra melee weapon and now it's not possible anymore =(
The buster is probably the worst option in that scenario: it has low ammo, deals low damage, the stun is very different from the freeze the old buster had, because hitting the enemies while they're stunned makes them wake up, which means that stunning enemies to hit them with the sword often results in you taking damage, and even with the upgrade it could still be a problem.
All of this makes playing Blaz kind of frustrating. I always feel like i'm severely handicapped, it feels stiff, dealing damage to enemies with the normal sword combo doesn't feel very satisfying because of the weird timing it has and it doesn't deal much damage so what i often do is throw the sword to kill enemies more quickly, but this makes me take cover, hold the fire button, throw the sword and repeat for the next enemy, and that doesn't really flow for me. I avoid using the buster because i'll run out of ammo, but using it also doesn't help because the stun is heavily nerfed, and the subweapon is not much different.
Here's a few suggestions: the subweapon could have ammo pickups like before but with a limit, and then it would reset every map just like before. The buster and subweapon could also have it's own button, it just seems kind of awkward to keep changing weapons when they barely change anything at all. Since the buster is not really its own weapon like before, it would be way more convenient to have it ready at any moment, that would incentivize the player to use both the buster and subweapons at any moment, instead of basically choosing one at any given time. The sword throw could also benefit from its own dedicated button, it's a very useful tool but using it is needlessly complicated (specially with the last hit from the combo, because holding the button while the last animation plays makes Blaz swing the sword 1 more time to then hold the sword to throw).
Anyway, sorry for the giant text wall, i don't really mean to bitch about this mod, it's my favorite doom mod and could easily be its own game, and i'm really happy that you're still taking your time to work on it. These are just some things that i didn't like much but it's still a great mod. Most of the things i said could be wrong, and maybe i just suck at the game. As for Doomslayer, i didn't play him much but i really miss the bomb.
Thanks in advance if you read all of this and thank you very much for the mod.
Funny you mention some of those things regarding Blaz's sword. I intend on changing up how powering up works in the very near future where it'll be automatically triggered and instead of being consumed on use, it'll be a timer you can extend by continuously hitting enemies, giving you more time and HP in return this will also apply to the fists. Because I'll be doing this new system, I'll be moving the sword throw command to the reload button. In fact the only reason why I didn't do it with v1.5.2 is I've been working at all this stuff enough and I needed to give myself a break.
You're better off treating Blaz's subweapons as tools to set up for making things easier to fight in melee, with the exception of the lance, that one's purely a ranged weapon. Removing the free melee swing from the hammer was intentional to prevent players from leaning on it constantly like a crutch, you get one attack and that's it. Finally, I will not be adding anymore buttons, the mod suffers from that enough as is.
I've had a lot of people complain about losing Doomslayer's bombs and only having the daggers. I might swap the daggers out with the bombs in the future, though this would require some adjusting with the healing effect, most likely lessening its effectiveness with single targets. He'll be getting some more changes in the future as well, as I'm dissatisfied with the "drop ammo on kill" system, I'm going to switch it over to gaining MP on melee strike similar to how Blaz works, and he'll have a two mana pool like Hexen for his arsenal.
Also as new as everything is, I would advise against playing Knightmare until you acclimate to the new mechanics.
I'm definitely not done with this project, and I'll be making sure things feel right.
I did notice that the subweapons and buster were changed to enhance the melee combat, but doom's level design doesn't really compliment that so it can get pretty difficult to deal with certain enemies when they keep distance, so i get how difficult it is to make Blaz be focused on melee when the game is doesn't help. Also maybe the hammer could have a different effect on melee, like deal slightly more damage and do the aoe damage on the melee hit instead of doing the animation twice.
Anyway, i hope you're doing good and good luck on working on this,.
Making the hammer melee just be an explosive attack and then triggering the cooldown isn't a bad idea, honestly. You're also absolutely right about the issues with some maps insisting on ranged combat with super out reach enemies where I have issues dealing with that even with the failsafes I've added. I'm sticking to my guns here though, or swords in this case. One day when I break away from the Doom engine and go into standalone games, I won't have that problem.
I appreciate your patience as I continue to adjust everything and flip this mod upside down for like the 4th time. With any luck with the next upcoming update I can further finetune Blaz and get things feeling good.
Can attest to Blaz feeling out of his depth in some maps, especially those that are slaughter-heavy. Due to his melee-centric design, his melee attacks don't feel adequate in dealing with huge hordes of enemies (think Okuplok, Death in Excess, Rush). He lacks the power and AoE needed to have a similar impact that the rocket launcher and BFG does.
These days I prefer to play on the Knave difficulty for a more casual playthrough, and somehow it's still quite easy for Blaz to be overwhelmed by a horde.
I'm good, and yeah I'm still working on the project! I put it down for what was SUPPOSED to be a short time so I can work on a Combined_Arms Gaiden update and that's been taking longer than I anticipated, lol.
I made this tweak to the Wave Buster so it acts like the Diffusion Wave Cannon of Super R-Type, the bullets now spread out, re-converge, then sail off in a wide spread. great for attacking enemies behind corners, or achieving focus-fire at a set distance!
My dude, good job on this mod, it's come so far. Last time I played it was like five years ago when you still only had one character and were still trying to deglitchify that skellington. I didn't even know doom mods were on itch!
Playing the wolfenstein levels in Doom 2 is really entertaining with all the SS officer replacement monsters. The mod itself has been a blast to play, I've been playing it with a bunch of different wads. Is there a list anywhere of the music used for the characters? I recognized some of Blaz's, but I can't remember what games they're from.
Yeah actually, inside the .pk3 itself there's a credits.txt file that lists all of tracks I've used for characters, and I've gone into detail as best I can for each track. It's a little harder for Kustam as a lot of NES tracks don't have names tied to them.
Awesome, thank you! I had already poked around in the pk3 searching for the songs, but for some reason I didn't think to check in the credits. I would not have guessed that Blaz alone would have over a hundred songs. If for whatever reason you feel that you don't have enough music, the soundtrack for Seiken Densetsu 3 is well worth a listen-- I think "The Sacrifice Part III", "Electric Talk", "Nuclear Fusion", "Decision Bell", and "High Tension Wire" would fit the mod particularly well (or maybe just be good music to work to). Thanks again for all the work you've put into this, it really shows.
I just noticed that Armors are now treated as Count Items. I do not think that it is a good idea, as it means you can get 100% items if you are already at full armor.
Spotted some typos in the Guide screens: "grapple chain" (should be "grappling chain"), "flinch them" (should be "make them flinch"), "are discovered from" (should be "are discovered by"), "life stealing dagger" (should be "life-stealing dagger"), "shots are instantaneous" (should be "shots hit instantaneously"), "to charge your kick charged kicks" (there should be a period between the first "kick" and "charged", and "charged" should be capitalised). Finally, the asterisk before "Provided you have" should be on the same line as the sentence it precedes ("*Provided you have").
Sorry to bug you, but for some reason I am having some bizarre audio problems with Lord Blaz' music with the recent version (v1.4.1), whenever I start a new game with him, his music is very low in terms of volume and doesn't change much if I mess with GZDoom's sound settings, and then after I change from another character then back to Lord Blaz, it works normally all of the sudden? I'm not sure what is causing this issue. This problem seems to also affect other characters as well from what I'm seeing (or rather, hearing).
My system's specs:
OS: Windows 10 Home, 64-bit
CPU: AMD FX-4350
GPU: Nvidia GeForce GTX 960 (4GB VRAM)
RAM: 8GB DDR3
Using GZDoom v4.4.2 (64-bit), tried different audio output (FluidSynth, WildMIDI, etc.) and different sampling rates as well (48KHz and 44.1KHz).
It also seems to be an issue with newer GZDoom; Kagen didn't have issues with the SPC playback in earlier builds and I can confirm that as well sadly after install another v3.4.1 installation of GZDoom and it didn't happen there, unfortunately I can't use other newer mods like Tactical Spy (which crashes the engine despite saying it works with v3.2 or newer) and updated builds of RetroShader with GMOTA.
Any plans of Heretic compatibility? A fantasy medieval-themed mod like that would be perfect for that game. If not, do you know of good fantasy medieval-themed megawads? As far as I can tell, Scythe is not really that.
Am I missing something or does it take a very long time to kill the heavier monsters as the doomslayer? Like, multiple minutes of peeking and shooting with the SSG.
Depends what you mean heavier monsters, if you're talking about like the Pavise Guards usually you're gonna want to get in closer and meatshot them with the thunderbuss. Barring that, use the rocket launcher
Pavise Guards (if those are the bosses based on cyberdemons) I'm finding take a really long time, yeah. Mainly, it's the enemies that shoot cannonballs since the scythe maps are absolutely filled to the brim with them, they're often at a distance, and in the best case scenario, it takes 5 point-blank shots with the thunderbuss.
As Blaz you could press the zoom button to supercharge your gauntlet and chew through them (though sometimes the flying reaper enemies wouldn't die. I'm not sure if they have some invincibility mechanic.)
Pavise guards are the big fellas with shields who shoot cannonballs. I'll take a look at the damage numbers for them when I get back to updating GMOTA, the Cybermancers should be tough so that's fine. I'll need to nerf Blaz's Hyper mode a little more as it's currently too strong. The reaper looking enemies, the edgelords, they don't have an invincibility mechanic so I'll need to look into that too.
Scythe 2 had some impossible parts in the last episode (Scythe 1 also had these) but that's to be expected since it wasn't designed for GMOTA.
The fire elementals with 100% tracking shots seemed a bit much. If the map spawns one close to you, you're guaranteed to die since they do over 100 damage in a volley.
The cybermancers are generally great enemies, but I do think it's a bit frustrating that their 2 deadliest attacks are the ones that don't have windups (the solid beam, and the projectiles+beam.)
The weapon set is good. Rockets felt kinda weak. I couldn't tell if the alt fire increased or decreased the DPS.
Wait, fire elementals? I don't have any fire elementals. That might be a Scythe 2 enemy, but with the increased damage of the characters, you should be able to crush them easily
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I must admit that's probably the best gameplay mod for Doom that I found since DemonSteele! And thank you for Zandronum support also. But I wonder what some items from chests like candles do. Is there some more detailed manual than in-game F1?
Also it seems we found a bug. We play survival coop using Zandronum with Survival Reinforcements.
https://www.moddb.com/mods/reinforcements/downloads/survival-reinforcements
If you play as Doomslayer, died and revived by your comrades - you can't use zoom and reload functions until you complete a map or map will be restarted because all died.
The candles are just a way to show how much time a subweapon drophas left before it vanishes. As for the revive glitch, I'd wager it's because getting revived doesn't load the ACS script that handles some of Doomslayer's abilities properly.
I'll try to fix that.
Oh that would be great. We haven't noticed such issues with other classes but maybe we need more tests.
We've noticed that other characters are broken after revival too. Blaz can't use alternative attack. Kustam battery change doesn't work as intended and stun gun stops working after the first use.
Yeah, that'll also be a result of the ACS stuff. I would say to remove the revival mod for now until I can get around to addressing this bug.
I'm working my way through Scythe 2 with the Doomslayer and having an absolute blast! Just curious - is there an advantage to using his fists rather than the alt-fire sword or the Mourning Star's melee?
Yeah there is actually, blunt attacks (Fists and the Mourning Star melee) will build up extra Grit (Blue Mana), and sword attacks will build up extra Mettle (Red Mana)
Blunt attacks also have more knockback to them, so fists are good for bullying enemies.
So, would you be willing to disclose how the sword works? like the combo system knockback thing? I'm trying to make a doom wad of my own and i'm just in love with your combo system.
Blaz's sword is pretty simple honestly. When you press fire he opens up with the stab that forces a flinch, and then as you hold fire he'll just infinitely swing back and forth. Of course landing attacks builds up FP and at 100 the sword powers up for increased damage and lifesteal.
Oh, hello, Combine Keegan!
I have been trying out your mods, and they're fantastic! Say, Is there any chance you could introduce a monster-only version of GMOTA in the future? I have been curious if you could do so because I want to test GMOTA's enemy roster against similar fantasy mods like AshVSDoom, Heretical Doom, and Walpurgis. ^^
Especially since you made the Malefactors Mod for Combined Arms
I don't wanna make any statements on this, but just keep your ear to the ground.
Oh I see I see "^^
Take your time, Keegan. Its oki
this is an excellent mod, but is there any chance of adding an option to disable footstep sounds?
Just added it! It'll be in v1.8.3 which should be out shortly.
You should make like Sgt. Mark and accuse iD of ripping you off for The Dark Ages.
Realtalk though, this is awesome, glad to see Kustam back.
Would you believe I've joked around when I first saw the announcement of The Dark Ages of something to the effect of "Id is going to hear from my lawyers."
and thank you, I'm happy to see Kustam back as well.
I always had a ton of fun with this mod. I'm curious if you're interested in bringing this mod into Heretic/Hexen in the future?
I'm afraid not, there'd be a lot of Heretic/Hexen based concessions I'd need to consider, and GMOTA's awfully big.
I can understand that, sounds like a massive pain to get through.
Thanks for such an awesome mod!
Say, as of now, do you have more Mapsets you want to recommend?
Alfonzone is always a safe bet too, really I should get around to getting more map recommendations though.
BTW for the Scythe Trilogy (Scythe, Scythe 2, and Scythe X) that I plan to play on stream later
Who should be fit for Scythe 2
Doomguy or Kustam?
I'd say go for Doomslayer with Scythe 2!
what a great christmas present, I can't wait to dive in to this update ๐
This is my favorite doom mod. Thx for your work, merry Christmas and a happy new year.
Badass mod
man i love this mod
hey dev, do you have a planned release date for 2.0 version ?
I'm afraid I don't, I've been steadily picking away at the mod. I'm not sure if you saw it but I did put out a dev diary recently showcasing that changes I've made so far.
In hindsight I should post that stuff here too, that's on me.
Is Kustam Coming back in v1.6? I enjoyed him much more.
He'll be returning in 2.0. I'm currently in the process of revamping Doomslayer, Kustam will be up next, and then finally the 4th playable character, Samson will be added.
where i can download the 1.5.1 hotfix?
seconded
Is this still getting worked on? Just curious
yes it is, I actually made a dev diary about 10 days ago. I don't really use the devlogs here on itch.io, that's my fault.
Blaz is getting some further tweaks, Doomslayer has some notably big changes on the way, and Kustam is getting overhauled. THEN I'll be adding the final character.
nah, it's my fault for not checking your other communication places, glad to hear you're still modding tho!
Im not a fan of 1.5.2
Too many nerfs.
I am only having 1/4th of the fun I used to have.
More changes are on the way, fairly substantial ones as well. Blaz's fists are going to be far stronger, and it'll be easier overall to recharge the meter for powered strikes seeing as both the fists and the sword build it now.
Very glad to hear. o7
I really enjoyed some of the graphical changes in 1.5, like the grapple animation and Blaz's updated sprite. I've been telling all my friends for years now that GMOTA is top shelf, and they say "Yeah, we know." I was distraught that 1.5 felt like we were going backwards, but I'm glad that you're aware of it's issues. We all love you, man. Keep it up!
What does GMOTA even stand for?
Go Medieval On Their Asses
https://www.youtube.com/watch?v=Tgz75rMLXB0
Honestly, despite what everyone says down below: I am pretty much enjoying 1.5.2 version. The system is just like in Doom Eternal actually (in Lord Blaz class):
When low on sword charge: Throw sword if it is a powerful enemy or slash your way out.
When low on blazter charge: Throw your sword and punch those poor bastards.
When your subweapon on cooldown: Hitting a stunned enemy deals twice the damage with blazter, so you'll feel like you are using a bow.
When low on health or there is a stronger enemy: Use your power sword. Throw your sword if its charge depleted. This way, you can store 2 charges with each hit.
When there is crowd of enemies OR there is a boss enemy: Use the unleasher. Strikes and white crystals refill your unleasher
And I am loving the subweapon system too.
For example:
For enemies far away: Starting spear does the work
Or
For enemies closer: Power Axe does the work.
Those are ones I'm using the most besides the torch, shield and hammer.
To be brief: This version is actually perfect for me to enjoy some classic simple medieval fighting. Keep up the good work!
anyone know where to get the 1.4.1 version ?
Weird, I thought you could just download the file from itch.
Here you go https://allfearthesentinel.com/zandronum/download.php?file=gmota_v.1.4.1.pk3
thank you much mane
Here's a little feedback on the 1.5.2 version. I played as blaz on knightmare mode without any saves on some wads i can't remember lol.
The 1.5 update seems to want to overhaul the whole game and make it more coherent and consistent, but i honestly still prefer the 1.4 version in many ways. It's so diferent that it just seems like a new game at this point. Some problems i did have with version 1.4 was that it was kind of easy to play, after a certain point when you've already collected all the upgrades and whatnot, it was very difficult to die, and Blaz was the weakest of the 3 for me.
Doomslayer was basically beefed up doomguy so he was already at home, and his bfg equivalent let him punch indefinitely until there was no more monsters, Kustam had perfect accuracy and great damage with his pistol, and his upgrades were very op and could easily wipe out waves of enemies. But Blaz didn't really have anything as op.
Being focused on close range meant that he was already handicapped. He had good melee damage but nothing really crazy, his powered up sword also didn't deal that much damage, his subweapons ranged from really good to basically useless, and his bfg was fine at best, very limited. His only truly op option was his buster upgrades, the blue one could deal a ton of damage and do some good crowd control, and the yellow one could tear through enemies while freezing them. So Blaz was pretty unbalanced and needed some changes.
The way Blaz plays in the new version is very weird. He pretty much got nerfed in every way possible. When you're surrounded for example, he's got very few options. Using the sword is not a good idea since his damage is not great, powering up the sword doesn't help much because of the low ammo and the damage is still relatively low and doesn't heal much, the sword throw seems to deal more damage than before but doesn't pierce through enemies anymore but throwing the powered up sword could maybe be a viable option to get rid of a small group of enemies, and then you can try and use the fists (which also don't deal much damage) to stun enemies while trying to take cover, but throwing the sword is a very awkward thing to do in these panic situations because it requires you to hold down the fire button for a litte and then release it, which is weird because the update seems to encourage the sword throw way more than before because of the lack of options that you had in the previous version, but doing that move requires you to prepare so much in advance, and in this situation you would still be open to a lot of damage depending on what monsters are surrounding you.
The subweapons are better but also heavily nerfed. They're very low on ammo so relying on them is not an option and the fact that they can't be powered up like the sword anymore just limits your options even more (honestly i didn't use the subweapons that much, so maybe i played it wrong). Also, the hammer acts really weird. If i use it at close range on an enemy it hits them with the melee variation, then it's immediately thrown. It used to be really cool to have an extra melee weapon and now it's not possible anymore =(
The buster is probably the worst option in that scenario: it has low ammo, deals low damage, the stun is very different from the freeze the old buster had, because hitting the enemies while they're stunned makes them wake up, which means that stunning enemies to hit them with the sword often results in you taking damage, and even with the upgrade it could still be a problem.
All of this makes playing Blaz kind of frustrating. I always feel like i'm severely handicapped, it feels stiff, dealing damage to enemies with the normal sword combo doesn't feel very satisfying because of the weird timing it has and it doesn't deal much damage so what i often do is throw the sword to kill enemies more quickly, but this makes me take cover, hold the fire button, throw the sword and repeat for the next enemy, and that doesn't really flow for me. I avoid using the buster because i'll run out of ammo, but using it also doesn't help because the stun is heavily nerfed, and the subweapon is not much different.
Here's a few suggestions: the subweapon could have ammo pickups like before but with a limit, and then it would reset every map just like before. The buster and subweapon could also have it's own button, it just seems kind of awkward to keep changing weapons when they barely change anything at all. Since the buster is not really its own weapon like before, it would be way more convenient to have it ready at any moment, that would incentivize the player to use both the buster and subweapons at any moment, instead of basically choosing one at any given time. The sword throw could also benefit from its own dedicated button, it's a very useful tool but using it is needlessly complicated (specially with the last hit from the combo, because holding the button while the last animation plays makes Blaz swing the sword 1 more time to then hold the sword to throw).
Anyway, sorry for the giant text wall, i don't really mean to bitch about this mod, it's my favorite doom mod and could easily be its own game, and i'm really happy that you're still taking your time to work on it. These are just some things that i didn't like much but it's still a great mod. Most of the things i said could be wrong, and maybe i just suck at the game. As for Doomslayer, i didn't play him much but i really miss the bomb.
Thanks in advance if you read all of this and thank you very much for the mod.
Funny you mention some of those things regarding Blaz's sword. I intend on changing up how powering up works in the very near future where it'll be automatically triggered and instead of being consumed on use, it'll be a timer you can extend by continuously hitting enemies, giving you more time and HP in return this will also apply to the fists. Because I'll be doing this new system, I'll be moving the sword throw command to the reload button. In fact the only reason why I didn't do it with v1.5.2 is I've been working at all this stuff enough and I needed to give myself a break.
You're better off treating Blaz's subweapons as tools to set up for making things easier to fight in melee, with the exception of the lance, that one's purely a ranged weapon. Removing the free melee swing from the hammer was intentional to prevent players from leaning on it constantly like a crutch, you get one attack and that's it. Finally, I will not be adding anymore buttons, the mod suffers from that enough as is.
I've had a lot of people complain about losing Doomslayer's bombs and only having the daggers. I might swap the daggers out with the bombs in the future, though this would require some adjusting with the healing effect, most likely lessening its effectiveness with single targets. He'll be getting some more changes in the future as well, as I'm dissatisfied with the "drop ammo on kill" system, I'm going to switch it over to gaining MP on melee strike similar to how Blaz works, and he'll have a two mana pool like Hexen for his arsenal.
Also as new as everything is, I would advise against playing Knightmare until you acclimate to the new mechanics.
I'm definitely not done with this project, and I'll be making sure things feel right.
I did notice that the subweapons and buster were changed to enhance the melee combat, but doom's level design doesn't really compliment that so it can get pretty difficult to deal with certain enemies when they keep distance, so i get how difficult it is to make Blaz be focused on melee when the game is doesn't help. Also maybe the hammer could have a different effect on melee, like deal slightly more damage and do the aoe damage on the melee hit instead of doing the animation twice.
Anyway, i hope you're doing good and good luck on working on this,.
Making the hammer melee just be an explosive attack and then triggering the cooldown isn't a bad idea, honestly. You're also absolutely right about the issues with some maps insisting on ranged combat with super out reach enemies where I have issues dealing with that even with the failsafes I've added. I'm sticking to my guns here though, or swords in this case. One day when I break away from the Doom engine and go into standalone games, I won't have that problem.
I appreciate your patience as I continue to adjust everything and flip this mod upside down for like the 4th time. With any luck with the next upcoming update I can further finetune Blaz and get things feeling good.
Can attest to Blaz feeling out of his depth in some maps, especially those that are slaughter-heavy. Due to his melee-centric design, his melee attacks don't feel adequate in dealing with huge hordes of enemies (think Okuplok, Death in Excess, Rush). He lacks the power and AoE needed to have a similar impact that the rocket launcher and BFG does.
These days I prefer to play on the Knave difficulty for a more casual playthrough, and somehow it's still quite easy for Blaz to be overwhelmed by a horde.
yo got the 1.4.1 version you can send ?
Are you still working on the project? Are you gonna release the 4th character anytime soon? I hope you are doing okay dude. Keep up the good work.
I'm good, and yeah I'm still working on the project! I put it down for what was SUPPOSED to be a short time so I can work on a Combined_Arms Gaiden update and that's been taking longer than I anticipated, lol.
I made this tweak to the Wave Buster so it acts like the Diffusion Wave Cannon of Super R-Type, the bullets now spread out, re-converge, then sail off in a wide spread. great for attacking enemies behind corners, or achieving focus-fire at a set distance!
Nice. Could you upload a patch or something? I really liked it
What do the "gun parts" do?
Enhances your rate of fire for the Blazter, letting you mash and shoot faster, once you get enough of them you can shoot an extra shot for free.
My dude, good job on this mod, it's come so far. Last time I played it was like five years ago when you still only had one character and were still trying to deglitchify that skellington. I didn't even know doom mods were on itch!
Playing the wolfenstein levels in Doom 2 is really entertaining with all the SS officer replacement monsters. The mod itself has been a blast to play, I've been playing it with a bunch of different wads. Is there a list anywhere of the music used for the characters? I recognized some of Blaz's, but I can't remember what games they're from.
Yeah actually, inside the .pk3 itself there's a credits.txt file that lists all of tracks I've used for characters, and I've gone into detail as best I can for each track. It's a little harder for Kustam as a lot of NES tracks don't have names tied to them.
Awesome, thank you! I had already poked around in the pk3 searching for the songs, but for some reason I didn't think to check in the credits. I would not have guessed that Blaz alone would have over a hundred songs. If for whatever reason you feel that you don't have enough music, the soundtrack for Seiken Densetsu 3 is well worth a listen-- I think "The Sacrifice Part III", "Electric Talk", "Nuclear Fusion", "Decision Bell", and "High Tension Wire" would fit the mod particularly well (or maybe just be good music to work to). Thanks again for all the work you've put into this, it really shows.
I just noticed that Armors are now treated as Count Items. I do not think that it is a good idea, as it means you can get 100% items if you are already at full armor.
Spotted some typos in the Guide screens: "grapple chain" (should be "grappling chain"), "flinch them" (should be "make them flinch"), "are discovered from" (should be "are discovered by"), "life stealing dagger" (should be "life-stealing dagger"), "shots are instantaneous" (should be "shots hit instantaneously"), "to charge your kick charged kicks" (there should be a period between the first "kick" and "charged", and "charged" should be capitalised). Finally, the asterisk before "Provided you have" should be on the same line as the sentence it precedes ("*Provided you have").
Sorry to bug you, but for some reason I am having some bizarre audio problems with Lord Blaz' music with the recent version (v1.4.1), whenever I start a new game with him, his music is very low in terms of volume and doesn't change much if I mess with GZDoom's sound settings, and then after I change from another character then back to Lord Blaz, it works normally all of the sudden? I'm not sure what is causing this issue. This problem seems to also affect other characters as well from what I'm seeing (or rather, hearing).
My system's specs:
Using GZDoom v4.4.2 (64-bit), tried different audio output (FluidSynth, WildMIDI, etc.) and different sampling rates as well (48KHz and 44.1KHz).
I ran into that issue too, quicksaving then loading also fixes the music volume.
It also seems to be an issue with newer GZDoom; Kagen didn't have issues with the SPC playback in earlier builds and I can confirm that as well sadly after install another v3.4.1 installation of GZDoom and it didn't happen there, unfortunately I can't use other newer mods like Tactical Spy (which crashes the engine despite saying it works with v3.2 or newer) and updated builds of RetroShader with GMOTA.
Any plans of Heretic compatibility? A fantasy medieval-themed mod like that would be perfect for that game. If not, do you know of good fantasy medieval-themed megawads? As far as I can tell, Scythe is not really that.
Am I missing something or does it take a very long time to kill the heavier monsters as the doomslayer? Like, multiple minutes of peeking and shooting with the SSG.
Depends what you mean heavier monsters, if you're talking about like the Pavise Guards usually you're gonna want to get in closer and meatshot them with the thunderbuss. Barring that, use the rocket launcher
Pavise Guards (if those are the bosses based on cyberdemons) I'm finding take a really long time, yeah. Mainly, it's the enemies that shoot cannonballs since the scythe maps are absolutely filled to the brim with them, they're often at a distance, and in the best case scenario, it takes 5 point-blank shots with the thunderbuss.
As Blaz you could press the zoom button to supercharge your gauntlet and chew through them (though sometimes the flying reaper enemies wouldn't die. I'm not sure if they have some invincibility mechanic.)
Pavise guards are the big fellas with shields who shoot cannonballs. I'll take a look at the damage numbers for them when I get back to updating GMOTA, the Cybermancers should be tough so that's fine. I'll need to nerf Blaz's Hyper mode a little more as it's currently too strong. The reaper looking enemies, the edgelords, they don't have an invincibility mechanic so I'll need to look into that too.
Scythe 2 had some impossible parts in the last episode (Scythe 1 also had these) but that's to be expected since it wasn't designed for GMOTA.
The fire elementals with 100% tracking shots seemed a bit much. If the map spawns one close to you, you're guaranteed to die since they do over 100 damage in a volley.
The cybermancers are generally great enemies, but I do think it's a bit frustrating that their 2 deadliest attacks are the ones that don't have windups (the solid beam, and the projectiles+beam.)
The weapon set is good. Rockets felt kinda weak. I couldn't tell if the alt fire increased or decreased the DPS.
Wait, fire elementals? I don't have any fire elementals. That might be a Scythe 2 enemy, but with the increased damage of the characters, you should be able to crush them easily
While playing coop in Scythe 1, our server encountered an error on Map28 and kicked everyone from the game. The code is as follows:
*** ERROR: Tried to spawn a class-less actor
Server is running Zandronum v3.0.1, clients are running ZCC v1.6 (Zan v3.0)
Yeah, it's something to do with crush damage, I'll be looking into that once I finish up with this Combined_Arms update.
Take your time, just thought I'd report it.
On a side note, its cool to see some Brain Lord soundtrack representation, one of my favorite games from my childhood.
Just saw the update, thanks for the fix!
What games did the music come from?
Darude - Sandstorm
I love me a good wacky DOOM mod. Bless you, my dude.
This mod basically takes other games that were contemporary to Doom, and meshes them with Doom seamlessly.
All that's left, at this point, is Sega Genesis / Megadrive based content.