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hey dev, do you have a planned release date for 2.0 version ?

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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.

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Is Kustam Coming back in v1.6? I enjoyed him much more.

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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.

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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?

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Go Medieval On Their Asses

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https://www.youtube.com/watch?v=Tgz75rMLXB0

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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 ?

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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.

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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,.

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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.

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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 ?

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