Please do not spam the comments section. I've deleted a fair amount of your posts already. It's fine to be excited for this mod, but do so responsibly.
Combine_Kegan
Creator of
Recent community posts
Yeah, the mod has undergone some very dramatic changes over the years, and the Blazter was in dire need of streamlining and nerfing. Seeing as back then Blaz had some absurdly overpowered ranged attacks, which is a little daft when the character is meant to be melee focused.
I've re-enabled the download for v1.3 for awhile, grab it while you can. Though I do plan on releasing a pack of all the older versions of GMOTA in the future once the mod is finished.
I just discovered the demo earlier and I fell in love with this game, the Wonder Boy/Monster World influence is really strong here and I adore the game's aesthetics and music! The gameplay is rock solid too, smacking enemies around with the sword and chaining it with the little robot pals feels great!
I'm shocked how much content there is in this demo, the classic B.U.D.D. game you had made is also great, the extra character there was really fun.
Immediately wishlisted this, keep up the great work!
Your altfires change depending on what primary weapon you have equipped, and you can switch between the three different subweapons at the bottom of the screen with the reload and zoom keys. Though you gotta pick up a super shotgun-tier weapon for the middle one, and a rocket launcher for the far right one.
While I don't think I'll just bring back the standard vanilla Archvile see sound, I do agree I need to make it more audible and distinct. I'll sort that out in the future as well.
Oh and I plan on making the Icarus Launcher more costly to use as well, that's actually been on the todo list for awhile now!
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.
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'm glad you're enjoying the mod so much, getting it to work with Zandronum has been no small feat either, though I'd say it's been worth it. As for the issue with the shield actors preventing you from using target spy, I'm aware of it, though I'm uncertain if there's anything I can do on my side to prevent it. As much as I've done to keep the mod compatible with other mods, there's only so much that can be done.
Very good use of particles! I'm grateful for the extensive customization options for visuals and controls. Default blaster feels really good to spam. Good sound design as well! I also like the steady progress in equipment at the start, felt very well paced, exploring in general was pretty enjoyable. My only real gripe is the protag's running animation feels a little odd when she's in her Geo Armor. That and I first walked past the helmet before quickly turning around and grabbing it.







