[WIP]Colourful Hell 0.942b Abyssal fill up

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What do with black shotgun spawn?

Poll ended at Fri Feb 19, 2016 8:24 am

keep as they are
0
No votes
modify a little for ranged options
0
No votes
Remake the crew for better variance
2
29%
Remake with focus on the leader as the boss
5
71%
Rehaul and scrap the concept, make something else shotgunny instead
0
No votes
 
Total votes : 7

Re: [WIP]Colourful Hell 0.929 grayline

Postby bowserknight » Sun Feb 04, 2018 5:16 pm

4thcharacter wrote:I don't think Cybie and Spider Mastermind's resistance is a bug from the original vanilla Doom... I think they don't have their splash damage resistance anymore because of the other boss enemies that don't have them, for consistency's sake.


If that's true I'll have to re-think the Mastermind and Cyberdemon fights in my map cause I was still thinking Rocketlauncher is useless against those... that made 'em kinda special and people are used to it. Just feels a little strange, that's all I'm trying to say.
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Re: [WIP]Colourful Hell 0.929 grayline

Postby Machine-Reaper » Mon Feb 05, 2018 11:27 am

I hated using the Rocket Launcher against Cyberdemons (Splash damage hurt us but not them) and was the primary reason why Plasmagun was the best weapon against them.

So if they are immune now, that means they are more easy to kill.
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Re: [WIP]Colourful Hell 0.929 grayline

Postby bowserknight » Thu Feb 08, 2018 10:42 am

Soo I've finally gotten further with my map and added some little extras just for fun, it's not just a gauntlet / arena thing anymore. The changes are:

-almost every fighting path is done now, only the Cyberdemon isn't fully finished (black hasn't been done yet, red one not tested)
-added 2 rooms for the gray and fireblu enemies
-added a big room where every single monster is shown, with monitors that show the HP and name of each one
-balanced some fights

Unfortunately I didn't change any of the boss rooms yet where some people said they look boring. But to be honest, I want the focus to be on the battles and not the rooms itself. Also, I really have no cool ideas how to make them look pleasant haha.

https://www.file-upload.net/download-12 ... t.wad.html
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Re: [WIP]Colourful Hell 0.929 grayline

Postby bowserknight » Tue Feb 13, 2018 8:01 pm

I guess you're quite busy at the moment but I found another bug today, this time with the Black Cyberdemon... he was just completely invisible. If I got that correctly, sometimes he teleports when being shot and I somehow managed to hurt him with a BFG blast while he was teleporting, then he just stayed invisible while still being able to act normally.

Made a short video of it (no sound).

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Re: [WIP]Colourful Hell 0.929 grayline

Postby 4thcharacter » Tue Feb 13, 2018 8:38 pm

That has been present in the older versions for a long time now. I think no one reported it because it doesn't happen often and needs to happen under circumstances? Or maybe people found it cool, I don't know, I admit that I like the bug. There are times that if this happens he's not fully invisible. And when he teleports again, he goes back to normal anyway.
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Re: [WIP]Colourful Hell 0.929 grayline

Postby RickySimmons » Mon Feb 26, 2018 5:26 pm

I am getting "Script error, "ColourfulHell929.pk3:decorate/thepains" line 49: "sprite angle" is an unknown actor property". Any fixes?
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Re: [WIP]Colourful Hell 0.929 grayline

Postby nakkemake » Wed Feb 28, 2018 5:24 am

RickySimmons wrote:I am getting "Script error, "ColourfulHell929.pk3:decorate/thepains" line 49: "sprite angle" is an unknown actor property". Any fixes?

I have same problem :(
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Re: [WIP]Colourful Hell 0.929 grayline

Postby 4thcharacter » Wed Feb 28, 2018 6:40 am

I think it's because it uses a new feature for newer GZDoom features. The said feature is for the FireBlu Pain Elemental, making it face backwards all the time at you. I made a personal compat patch so it can be played w/ older versions but I don't know how to distribute it.

It's easy to make one if you know your way with SLADE3.
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Re: [WIP]Colourful Hell 0.929 grayline

Postby Hege Cactus » Sat Mar 03, 2018 12:55 pm

@radiusdamage thing;
Yeah the radius damage is changed for all bosses, tho they still have resistances to fire damage

Soo I've finally gotten further with my map and added some little extras just for fun, it's not just a gauntlet / arena thing anymore. The changes are:

-almost every fighting path is done now, only the Cyberdemon isn't fully finished (black hasn't been done yet, red one not tested)
-added 2 rooms for the gray and fireblu enemies
-added a big room where every single monster is shown, with monitors that show the HP and name of each one
-balanced some fights

Unfortunately I didn't change any of the boss rooms yet where some people said they look boring. But to be honest, I want the focus to be on the battles and not the rooms itself. Also, I really have no cool ideas how to make them look pleasant haha.


Saw this before!
Amazing work on it

I've also fixed the invisible cyber bug

I am getting "Script error, "ColourfulHell929.pk3:decorate/thepains" line 49: "sprite angle" is an unknown actor property". Any fixes?


It's a problem with a feature I thought was 2.8.1 friendly being not so 2.8.1 friendly.
So either you have to manually remove that property with slade or use newer release

cause of this thing I will aim to release the next version with 2.8.1 friendly version with it as a side kick

The next versions shouldnt be too long now, a new white variant is in the testing and couple of new foes have been added, I hope to add second white variant and few more optional guys before releasing
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Re: [WIP]Colourful Hell 0.929 grayline

Postby Machine-Reaper » Sat Mar 03, 2018 2:22 pm

Hege Cactus wrote:The next versions shouldnt be too long now, a new white variant is in the testing and couple of new foes have been added, I hope to add second white variant and few more optional guys before releasing


is there a chance that anything will be added more powerful and healthful then the White Arch-vile?

cause if so then this mod might beat LCA...
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Re: [WIP]Colourful Hell 0.929 grayline

Postby bowserknight » Tue Mar 06, 2018 12:38 pm

Machine-Reaper wrote:
Hege Cactus wrote:The next versions shouldnt be too long now, a new white variant is in the testing and couple of new foes have been added, I hope to add second white variant and few more optional guys before releasing


is there a chance that anything will be added more powerful and healthful then the White Arch-vile?

cause if so then this mod might beat LCA...


I don't know what LCA is but I'm pretty sure the Baron, Cybies and Masterminds will be stronger than that. Maybe even the white Mancubus but I got no idea what Hege has in mind for that.
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Re: [WIP]Colourful Hell 0.929 grayline

Postby Machine-Reaper » Tue Mar 06, 2018 1:17 pm

bowserknight wrote:I don't know what LCA is but I'm pretty sure the Baron, Cybies and Masterminds will be stronger than that. Maybe even the white Mancubus but I got no idea what Hege has in mind for that.


Complex Doom with LCA Addon, it has bosses(Legendaries) of each monster type that go Russian Overkill on YOU.
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Re: [WIP]Colourful Hell 0.929 grayline

Postby whatup876 » Wed Mar 07, 2018 11:17 am

Speaking of LCA, are there any plans for any "gold" variants?
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Re: [WIP]Colourful Hell 0.929 grayline

Postby bowserknight » Wed Mar 07, 2018 5:56 pm

Please don't turn this into a thread about Complex Doom I don't think Hege would like that. I see too much of that on youtube already.
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Re: [WIP]Colourful Hell 0.929 grayline

Postby Machine-Reaper » Thu Mar 08, 2018 12:08 am

the talk is about over-powered enemies that can use No-clip commands....I wonder what Hege has planned next to surprise us.
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