This enemy mod keeps getting better each time.Hege Cactus wrote:Alrighty time to release 0.931
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Whats new;
New optional tier; Abyssal
Abyssal enemies are extra hard and more common mooks that are for the added challenge
Currently abyssal tier is about half finished but what it offers now should be more than enough to make some hair pulling
New white variant; White Mancubus
Don't take this one on at extreme ranges
Filling up the fireblu and gray with ;
Gray Cybie
fireblu arachnotron
other small changes;
-Green baron should now stop with the puking if its target is dead
-nerfed some cybie variant healths
I'll make a 2.8.1 friendly version later on
The EX enemies didnt make it for this release, I only got one properly done and I didnt think that would justice for adding the option yet
Well have fun
Colourful Hell 1.01 fix fix tweak tweak
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The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.
Got a cool project idea but nothing else? Put it in the project ideas thread instead!
Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
Please read the full rules for more details.
- 0mrcynic0
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Re: [WIP]Colourful Hell 0.930 Painful
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Re: [WIP]Colourful Hell 0.931 Abyssal
I am enjoying the new abyss type enemies (even an abyss imp can one-shot you, makes the game even more thrilling and harder) however I keep getting a weird error: "out of stack space in script "BaronMissile"". It keeps happening a minute or two after I start a level, and it makes the game literally unplayable as the game is put to a sudden stop (in case this helps: I am playing with Final Doomer and on the Combat Shock 2 set of maps). :/
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Re: [WIP]Colourful Hell 0.931 Abyssal
just tried out some abyssals, is it intentional that the abyssal Spectre and Pinky is the same monster? when I summon an abyssal Spectre, I just get "abyssdemon2" even tho it's invisible and would make more sense as "abyssspectre2". Just asking.
Also, the abyss Zombie feels much easier than the red one, at least for me.
Also, the abyss Zombie feels much easier than the red one, at least for me.
- ErrantMasa
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Re: [WIP]Colourful Hell 0.931 Abyssal
try having abyssals spawning early in the first map; nearly as annoying as black/white first spawnsbowserknight wrote:Also, the abyss Zombie feels much easier than the red one, at least for me.
for yholl: are abyssals supposed to be ice-elemental (player death suggests this), fungoid (spores/ infection mechanic), or some unholy union of both?
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Re: [WIP]Colourful Hell 0.931 Abyssal
I was just talking about the regular Zombie, the red Zombie has this really strong, almost unavoidable attack while the abyss one shoots these tiny things. They're strong but also kinda easy to avoid.ErrantMasa wrote:try having abyssals spawning early in the first map; nearly as annoying as black/white first spawnsbowserknight wrote:Also, the abyss Zombie feels much easier than the red one, at least for me.
for yholl: are abyssals supposed to be ice-elemental (player death suggests this), fungoid (spores/ infection mechanic), or some unholy union of both?
- ErrantMasa
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Re: [WIP]Colourful Hell 0.931 Abyssal
my experience is reversed; I can dodge the red's Unmaker bolts more easily than I can the abyssal's shots.bowserknight wrote: the red Zombie has this really strong, almost unavoidable attack while the abyss one shoots these tiny things.
also, the abyssal shotgunner is an absolute terror without a long-range weapon (in DooM RLA, a sniper rifle is perfect for this)
Re: [WIP]Colourful Hell 0.931 Abyssal
I only made an account to say - thanks a lot for making this mod! It's by far one of my favourite Doom mods.
The Abyss creatures really do make the game a lot more difficult - I don't know if its intentional, but I like how they have this sort of cheesy creepypasta vibe to them, given that most are discoloured with black blood and eyes, and have strange slime attacks. Can't wait for the next set of them!
The Abyss creatures really do make the game a lot more difficult - I don't know if its intentional, but I like how they have this sort of cheesy creepypasta vibe to them, given that most are discoloured with black blood and eyes, and have strange slime attacks. Can't wait for the next set of them!
Re: [WIP]Colourful Hell 0.931 Abyssal
Some bugs:
• The abyss chaingunner doesn't have a firing sound.
• Many of the enemies are missing custom blood colors, blue zombieman being one.
• There's a lot of errors in the startup log that need fixing, and I'm not referring to the misc items from DRLA.
• There are numerous instances of DropItem that have a quantity such as "DropItem "BackPack", 128, 2". The quantity only works with ammo. https://zdoom.org/wiki/Actor_properties#DropItem . "DropItem "CellPack", 255, 3" is a cellpack that only gives 3 ammo. Your drops need some serious work.
• The abyss chaingunner doesn't have a firing sound.
• Many of the enemies are missing custom blood colors, blue zombieman being one.
• There's a lot of errors in the startup log that need fixing, and I'm not referring to the misc items from DRLA.
• There are numerous instances of DropItem that have a quantity such as "DropItem "BackPack", 128, 2". The quantity only works with ammo. https://zdoom.org/wiki/Actor_properties#DropItem . "DropItem "CellPack", 255, 3" is a cellpack that only gives 3 ammo. Your drops need some serious work.
- Machine-Reaper
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Re: [WIP]Colourful Hell 0.931 Abyssal
The Red Zombieman has a very HIGH chance of dropping the Unmaker from DRLA on "Classic" drops settings.
- 4thcharacter
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Re: [WIP]Colourful Hell 0.931 Abyssal
Nah, you just got lucky. It has a 1 (or two?) in 256 chances of dropping it.
- Machine-Reaper
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Re: [WIP]Colourful Hell 0.931 Abyssal
over 3 times???!!!
in my entire 2 year run of DRLA I only had about 3 times of Demon weapons spawns (demon weapons don't come out of crates)
with colourful I found the unmaker to be an I win button for the amount of time it has dropped.
in my entire 2 year run of DRLA I only had about 3 times of Demon weapons spawns (demon weapons don't come out of crates)
with colourful I found the unmaker to be an I win button for the amount of time it has dropped.
- Hege Cactus
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Re: [WIP]Colourful Hell 0.931 Abyssal
I havent been able to recreate this, was final doomer the only other mod with this? What was the load order? have you tried turning the intercepting missiles off?I am enjoying the new abyss type enemies (even an abyss imp can one-shot you, makes the game even more thrilling and harder) however I keep getting a weird error: "out of stack space in script "BaronMissile"". It keeps happening a minute or two after I start a level, and it makes the game literally unplayable as the game is put to a sudden stop (in case this helps: I am playing with Final Doomer and on the Combat Shock 2 set of maps). :/
I gave them a shared spot cause I figured with how doom handles demons and spectres, it'd be one in the same in the end as the abyss demons are nasty regardlessjust tried out some abyssals, is it intentional that the abyssal Spectre and Pinky is the same monster? when I summon an abyssal Spectre, I just get "abyssdemon2" even tho it's invisible and would make more sense as "abyssspectre2". Just asking.
Also, the abyss Zombie feels much easier than the red one, at least for me.
@abyss zombies
The red and abyss zombies both have their own ups and downs, abyss gets threatening when theres other lesser zombies around
* Havent found a proper one for the stealth aspect of it, will add one once I find a good oneSome bugs:
• The abyss chaingunner doesn't have a firing sound.
• Many of the enemies are missing custom blood colors, blue zombieman being one.
• There's a lot of errors in the startup log that need fixing, and I'm not referring to the misc items from DRLA.
• There are numerous instances of DropItem that have a quantity such as "DropItem "BackPack", 128, 2". The quantity only works with ammo. https://zdoom.org/wiki/Actor_properties#DropItem . "DropItem "CellPack", 255, 3" is a cellpack that only gives 3 ammo. Your drops need some serious work.
* Will have to go through them it seems
* Some of those errors are bit of mystery, as they dont appear in 2.8.1 zdoom, as this mod is mostly decorate based for those days, so I dont know if fixing them would do much good as then when I do the 2.8.1 friendly version I'd have to roll those back for that one, so its bit so so if they dont effect the gameplay
*.. So this is a thing... Which explains a lot with some weirdness Ive had for long time with the drops. Thanks for pointing this one out, this is a major thing which might infact turn the mod balance around when I get this fixed
and red zombieman has chance to drop the unmaker it is small chance but its there, so gratz on being lucky.
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Re: [WIP]Colourful Hell 0.931 Abyssal
red Zombieman can drop the unmaker? is that a custom weapon you added in? gotta look out for that!
Re: [WIP]Colourful Hell 0.931 Abyssal
One more thing about drops. A_PainDie drops items so when you put
he's dropping his loot 5 times.
Code: Select all
Death:
INFR G 8
INFR H 8 A_Scream
MISL B 8
MISL CCCC 2 A_PainDie("BlackLSoul2")
MISL D 8 A_NoBlocking
MISL D 1
Stop
- Machine-Reaper
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Re: [WIP]Colourful Hell 0.931 Abyssal
its from DRLA, the MOST powerful weapon in the game that can literally wipe out rows of cyberdemons with just a few pew pews...bowserknight wrote:red Zombieman can drop the unmaker? is that a custom weapon you added in? gotta look out for that!
( you will need to upgrade it with Demon Artifacts which are only acquired from Guardians Cybedemons which spawn when you have killed all the enemies in the map)