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

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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 0.74 zip zap

Postby Ribo Zurai » Tue Jun 09, 2015 9:33 pm

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


Play it afterward with Sunder
ehehehehe


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

Postby Captain J » Tue Jun 09, 2015 11:02 pm

nutcrack this rainbow, like a colorful nut, in nuts. with colorful hell.
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Re: [WIP]Colourful Hell 0.74 zip zap

Postby 4thcharacter » Wed Jun 10, 2015 1:57 am

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


Play it afterward with Sunder
ehehehehe


Spoiler:



Mother of god, is that Nuts.wad?

Also, the "white" zombie isn't implemented yet right?

@TC

Maybe you should give the white zombieman the ability to summon another white weaker (up to 10) zombies. The white zombie tends to spam it's pistol (or/and plasma) and runs faster than the black zombie. Also, it can melee if you get too close to it. The lesser white zombies lack the ability to melee and fires like a normal zombie would, except it tends to avoid your shots and mostly serves as an annoyance or a meatshield for the leader zombie. And their health is only slightly higher than the green zombies. Once you kill all the lesser white zombies the main white zombie will summon another batch of zombies if it survives long enough.

And it's warning line is this: "Brace yourselves, the White Zombies are coming." (we got a Terminator reference so why not a GoT one? And maybe give them the ability to attack with ice)
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Re: [WIP]Colourful Hell 0.74 zip zap

Postby Hege Cactus » Fri Jun 19, 2015 8:37 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.


You have to pretty much assume what they are, they should be pretty obvious, black ones announce themselves, the rest might sound bit silly but they should be easy to guess, if not guess, well, you should be able to tell when you meet em.
I have no idea what might cause black demon to go invisible, I have not encountered this bug if you have any more info how to recreate it please let me know.
Bees gotta be loud mang.

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


Play it afterward with Sunder
ehehehehe


Spoiler:



for best Colourful hell experience please play it through in Chillax.


Also, the "white" zombie isn't implemented yet right?

@TC

Maybe you should give the white zombieman the ability to summon another white weaker (up to 10) zombies. The white zombie tends to spam it's pistol (or/and plasma) and runs faster than the black zombie. Also, it can melee if you get too close to it. The lesser white zombies lack the ability to melee and fires like a normal zombie would, except it tends to avoid your shots and mostly serves as an annoyance or a meatshield for the leader zombie. And their health is only slightly higher than the green zombies. Once you kill all the lesser white zombies the main white zombie will summon another batch of zombies if it survives long enough.

And it's warning line is this: "Brace yourselves, the White Zombies are coming." (we got a Terminator reference so why not a GoT one? And maybe give them the ability to attack with ice)


White zombie is already planned and it is going to be a summoner type of enemy, but not the way you might think.
He's more of a... grave digger.

Anyway; update time, few bug fixes and other issue fixes so certain maps dont break and few balance changes + few more bosses;

Spoiler:
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Re: [WIP]Colourful Hell 0.77 SPIDERS

Postby Silentdarkness12 » Fri Jun 19, 2015 2:34 pm

Neat stuff, dude.

Mind if I make a patch to make this work with Guncaster?
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Re: [WIP]Colourful Hell 0.77 SPIDERS

Postby Ribo Zurai » Fri Jun 19, 2015 3:16 pm

Silentdarkness12 wrote:Neat stuff, dude.

Mind if I make a patch to make this work with Guncaster?


Please do it.
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Re: [WIP]Colourful Hell 0.77 SPIDERS

Postby Rowsol » Fri Jun 19, 2015 3:48 pm

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Re: [WIP]Colourful Hell 0.77 SPIDERS

Postby Silentdarkness12 » Fri Jun 19, 2015 4:22 pm

Roger that, then. It almost works, just need to make these enemies drop Guncaster items.

In other words:

Image
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Re: [WIP]Colourful Hell 0.77 SPIDERS

Postby TheSkyBug » Fri Jun 19, 2015 5:10 pm

Silentdarkness12 wrote:Roger that, then. It almost works, just need to make these enemies drop Guncaster items.

In other words:

Image


What about gumpop deaths? Custom blood colors? Or that will be just dosh dropping patch?
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Re: [WIP]Colourful Hell 0.77 SPIDERS

Postby Silentdarkness12 » Fri Jun 19, 2015 5:16 pm

TheSkyBug wrote:
Silentdarkness12 wrote:Roger that, then. It almost works, just need to make these enemies drop Guncaster items.

In other words:

Image


What about gumpop deaths? Custom blood colors? Or that will be just dosh dropping patch?



Uhhh.....oh. Gumpop. Right.

I guess I could take a look at trying to do that....

Blood will remain the same, I think.

EDIT: Okay, I think I see how to do that. Gumpop deaths it is!
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Re: [WIP]Colourful Hell 0.77 SPIDERS

Postby TheSkyBug » Fri Jun 19, 2015 7:04 pm

Oh, and i forget about corpseblast. I can't really understand how does it works. Good luck you with work!
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Re: [WIP]Colourful Hell 0.77 SPIDERS

Postby Silentdarkness12 » Fri Jun 19, 2015 7:39 pm

TheSkyBug wrote:Oh, and i forget about corpseblast. I can't really understand how does it works. Good luck you with work!


That would require Putting in even more states to get the same effect as with the Guncaster foes. I won't put that in right away, honestly. V2, yes.
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Re: [WIP]Colourful Hell 0.77 SPIDERS

Postby Silentdarkness12 » Sat Jun 20, 2015 9:41 am

Here is the initial release of ColorfullHellCaster patch. Guncaster first, then Colorful Hell, then this.

This doesn't have the extra spell deaths. Gumpop only works for the common zombieman currently. I will work on this later.

ColorfulHellCaster.pk3


EDIT: Besides Dosh, I made the tougher enemies drop the high-value Guncaster items as well as their Colorful Hell items.
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Re: [WIP]Colourful Hell 0.77 SPIDERS

Postby PFL » Tue Jun 23, 2015 8:33 pm

"My wings still disappear while in motion" - a Baron
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Re: [WIP]Colourful Hell 0.77 SPIDERS

Postby DevilBlackDeath » Thu Jul 09, 2015 3:55 pm

Hey, just wondered, how hard would it be (total noob in Doom modding, I plan to get to it, but still didn't, thus the question) to make a mod with shotgun as a starting weapon and infinite ammos for it ? (well to make it more balanced it would need to deel a bit less damage and shoot a bit faster, but I'll just start easy huh). I think it would perfectly fit Colourful Hell, it would avoid getting in ridiculously hard situations early game (well they'd still be hard, but manageable) !
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