[WIP]Colourful Hell 0.97ccc (+brown Beta #5)

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What do with black shotgun spawn?

Poll ended at Fri Feb 19, 2016 7:24 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 0.70 zip zap

Postby Hege Cactus » Tue May 12, 2015 6:35 am

Cryomundus wrote:
You might want to see if you can limit the number of black and white spawns that can appear in a map, I was playing MAP06 of TNT and I had THREE black spawns (zombieman, imp, and shotgun) amd that had 297 monsters. I'd hate to see what maps with larger monster counts would spawn.


Spoiler:



definatly gonna atleast tweak em
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Re: [WIP]Colourful Hell 0.70 zip zap

Postby Disc Primitive » Tue May 12, 2015 8:02 am

Also, can you decrease the health on Player 9 and the Z-Sec enemies. They take a TON of damage, even with Trailblazer.
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Re: [WIP]Colourful Hell 0.70 zip zap

Postby Disc Primitive » Sun May 17, 2015 3:03 am

Was playing Plutonia Revisited, which AFAIK doesn't use a custom palette, and yet this alternative Mancubi's blood on its corpse are all messed up:
Spoiler:


When I shoot him he bleeds yellow however.
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Re: [WIP]Colourful Hell 0.70 zip zap

Postby Camorak » Sun May 17, 2015 7:40 pm

I found trailblazer to make things way too easy, even on Ultra Violence. Need to see how I can tone down the shotguns by half, at least.
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Re: [WIP]Colourful Hell 0.70 zip zap

Postby Disc Primitive » Mon May 18, 2015 9:09 am

This isn't Colourful's fault though.
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Re: [WIP]Colourful Hell 0.70 zip zap

Postby Crudux Cruo » Mon May 18, 2015 11:10 am

viewtopic.php?f=19&t=47597

trailblazer balance mod does just that. try it :)
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Re: [WIP]Colourful Hell 0.70 zip zap

Postby Disc Primitive » Mon May 18, 2015 11:33 am

Ahh yes, thank you! :D
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Re: [WIP]Colourful Hell 0.70 zip zap

Postby Hege Cactus » Sun May 31, 2015 9:32 am

Ok time to release 0.74
This version should fix lot of the blood colour issues and rebalance the black monster spawns a little bit atleast.
I have tweaked the black monster spawns a bit to compare with how common the enemy type itself is so revenants and formers and imps black spawns should be now rarer to compensate for how common they are in wads in usual and so on.

Some blood colours might still be messed up, dunno tho, but let me know if you find any I might have missed.

Also cybie's now have black spawn, so enjoy extra hard mode if that ever spawns.

Full log:
Spoiler:
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Re: [WIP]Colourful Hell 0.74 zip zap

Postby Onar4241 » Mon Jun 01, 2015 2:53 pm

I will try it out now, thanks for the update!
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Re: [WIP]Colourful Hell 0.74 zip zap

Postby PFL » Tue Jun 02, 2015 11:40 am

Cool wad. I like the updates. I wait for the whites anxiously ... playing this on UV with some stronger weapons is a nice change. Keep on the great work.
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Re: [WIP]Colourful Hell 0.74 zip zap

Postby PFL » Fri Jun 05, 2015 8:49 am

hey, I became addict to it ... Damn that black Soul.

Sure, I would prefer to have at least one black enemy on every single map, playing on UV, but then everyone would have it's own preference.

The actual .74 version still has some weaker enemies defeating stronger ranked ones; I like the infighting technique as it's helpful in this wad.

What's on the next update ? Any new blacks ? Whites ?

* Whites being more powerful than blacks will get you some raci ... ah, forget it, blacks don't play much '94 Doom.
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Re: [WIP]Colourful Hell 0.74 zip zap

Postby RastaManGames » Mon Jun 08, 2015 10:54 am

Where i can find all special enemies spawn messages and keys for they?
I mean what mean of "The Phobos anomaly flashbacks run in your head"?
Also these messeages are really cool and reminds me old-school RPG's.
Also in other ZDoom mod (i don't remember name of him) i see same messages:"You hear old bones and skulls"-in level all monsters replaces by revenants.
P.S.: Black Demon is invisible sometimes. It's ok?
P.P.S.: Black Lost Soul is VERY loud. It's anoying.
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Re: [WIP]Colourful Hell 0.74 zip zap

Postby Alexandra » Mon Jun 08, 2015 1:56 pm

This is such a cool idea but I admit the lack of SmoothDoom bothers me. Completely understandable why it's not supported, however.

Anyway, just wanted to add a possible elegant workaround (that does not exist, granted). If GZDoom developers could implement some sort of scriptable, dynamic sprite-shading -- shade a given sprite with a specific color on the fly -- you could achieve your colors like that instead of via labor-intensive graphics edits.

Just thinking out loud.
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Re: [WIP]Colourful Hell 0.74 zip zap

Postby 4thcharacter » Mon Jun 08, 2015 10:57 pm

*plays this with Hell Revealed II, map 32*


ehehehehe
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Re: [WIP]Colourful Hell 0.74 zip zap

Postby PFL » Tue Jun 09, 2015 7:18 pm

4thcharacter wrote:*plays this with Hell Revealed II, map 32*

Play it afterward with Sunder
ehehehehe
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