is there anyway to download the older versions? i really miss the particle smasher
A downloadable mod
A weapons and gameplay modification for Doom 1 and 2, Combined_Arms offers more outlandish and unorthodox weaponry without going completely overkill.
The current version has the following on offer:
- 4 separate weapon sets, each with their own unique arsenal and gameplay quirks!
- 5 super weapons that can be found and used by any weapon set!
- An optional extra monster addon that can be paired with the main mod, and should work with most other weapon/gameplay mods for doom!
- Tiny skeletons you can throw at the bad guys
- Some odd easter eggs
- An excitable lobster pile bunker punch gun
- The best Zelda themed weapons in a Doom mod to date (believe me, I've checked)
- More weapon sets and super weapons to come!
This mod works with Zandronum and SHOULD be compatible with the latest version of GZdoom, I've tested on GZDoom 3.2.4 and Zandronum 3.0 with no troubles.
Below you'll find Combined_Arms, this is the weapon set that can be paired with other monster mods if you so desire!
Malefactors is the custom monster set I've made with Combined_Arms in mind, however you can pair these monsters with most other weapon mods too!
You'll need the Doom2 wad and a sourceport of your choosing, I suggest Zandronum 3.0 or GZDoom.
- Combined_Arms 2.3 bugfix updateMay 25, 2021
- Combined_Arms 2.2 and Malefactors v1.2 updatesMay 18, 2021
- Combined_Arms 2.1 and Malefactors v1.1 hotfix updatesMay 02, 2021
- Combined_Arms 2.0 and Malefactors launched!Apr 28, 2021
- Combined_Arms v1.4 and Combined_Harms v1.1Aug 27, 2018
- Combined_Arms v1.3Aug 23, 2018
- Combined_Arms v1.2Aug 22, 2018
- Combined_Arms v1.1Aug 22, 2018
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It's still in, it just has a new primary fire and is buffed overall.
Tech-Monk is a blast and I'm sure I'll enjoy Past-Linked too once I finish NOVA 2, looking forward to what Livewire and King's Court will bring to the table in the future.
Firstly, thank you for the wonderful mod! Seriously this has to be one of the most well put together mods and most fun ones I've had in a while. And the fact that it works with Zandronum is just shocking! Past Linked has been a class I've been looking forward to and I'm glad it's finally out!
Though, with Past Linked there is one inconvenience I've come across with my usual GZDoom setup. Unfortunately I'm unsure if it really has a solution but I figured I'd express it anyway! I already spoke to the mod's author about this but with Target Spy Past Linked causes a minor annoyance.
Specifically with his sword and shield weapon out, if you're looking at an enemy, the healthbar won't show up with the shield out. Reason being due to the fact that the shield has its own health and the mod shows it, or acts as it exists even when it's hidden, which will cover other healthbars since it's so close to the player.
I don't exactly expect there's much to do to fix this, and it isn't the biggest bug, just figured I'd let you be aware of its existence.
Here's a link to Target Spy if you need by the way! Keep up the great work!
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.
I completely understand! I've reached out to m8f about it to and they said the solution would be a bit more work than it's worth, unfortunately. Just figured I'd let you know.
Keep up the work man! It's great!
Do Malefactors work without Combined Arms?
It does! Though you might want to bring more than vanilla weapons against those monsters, they're a little more aggressive that vanilla monsters.
Ayyy, nice mod! Though I seem to stumbled onto a pretty big bug, and it's that I can't seem to break open any crates with the Tech Monk. If it helps you figure out what's going on, I'm playing with Combined_Arms 2.0, Malefactors, and Sunlust.
Thank you so much for all your work on this awesome mod!
I'm not sure if this is the place to report bugs, or if this is actually a bug, but the Blastmaster's Super Venter doesn't stay in the inventory between levels the way the berserk gauntlets do, which is very sad. Also a much less important bug, the blastmaster plasma gun says it's a ranger grenade launcher when picked up, rather than a fission sweeper.
The berserk tier item varies from class to class, the Super Venter is a power up that lasts for the duration of the stage, so that one's intentional. The plasma gun being called the grenade launcher is a definite screw up on my part and it's something I've actually fixed for this big update I'm working on.
I should probably add a bit of text somewhere to tell the player if their current class has a permanent or temporary berserk upgrade.
Ah, thank you. It makes a bit more sense knowing the berserk gauntlets aren't as permanent as I had thought, discovering the rocket punch. Also, the non-berserk rocket punch is hilarious, great touch.
Ah you found that, very nice. Keep your eyes peeled because I'm going to make sure all of the sets have a cheeky secret. The crate weapons are in the process of being overhauled too, they won't need reloading anymore, but that button you pressed will be used to trigger the old reload animations and stuff for fun.
i really like this mod, and the two characters are so goddamn cool :)
this mod is awesome. pure gold. I mean, all the weapons were cool, but then i started opening crates, and i laughed my ass off when i found the pocket revenants.
Yep, i laughed my but off too. That scream when you swing the revenant across the screen is just, pure comedy.
Hello, I just want to say thanks to the author of this mod.
The animation and sound effect of the weapons are so freaking awesome!
I love the hud design. The hud also matches this sci-fi hi-tech space theme well.
Really looking forwards to future development of this mod.