Re: [WIP]Colourful Hell 0.87 taken under
Posted: Mon Aug 22, 2016 3:47 am
Does this mean I can combine the DoomRLA Monster Pack with this? Just curious though.
EDIT; Oh. ok
EDIT; Oh. ok
No.Lime wrote:Does this mean I can combine the DoomRLA Monster Pack with this? Just curious though.
Well, it doesnt really summon them per say, tho I could add something like that for its spade attack that has monster spawn, not for the projectile attack or drop enchants tho, but I dunno if its worthwhileI have a suggestion on the white zombie, can it also spawn some other type of undead enemy like a real zombie besides the skeletons? The zombies from Blood should fit in nicely, and IIRC the axe zombie has an animation where it digs out from underground.
It would make the white zombie stand out more, IMO.Hege Cactus wrote: Well, it doesnt really summon them per say, tho I could add something like that for its spade attack that has monster spawn, not for the projectile attack or drop enchants tho, but I dunno if its worthwhile
Would have to give them more variable or different behavior then to make it more flavourful
Or, play it with Russian Overkill. Get your vodkas and bowls of borscht boys.Hege Cactus wrote: Multiplayer version is not designed for singleplayer, playing this version in single player is outright unfair experience, you have been warned
3 - 4 players recommended for optimal experience
Red imp fires a single, slow, slightly homing shot that's easy to avoid, orange imp shoots explosive flames and spews fire that covers an area.4thcharacter wrote:I agree that green cybie is actually much more challenging with it's gas clouds. On blue you can strafe or hide from it's attacks.
Red and orange's difficulty are situational at some points when I look at it and they're annoying in their own ways. Yellow revenants are annoying from being to able to throw you off guard and by ambushing you with strong attacks almost anytime when they're in the map. And the red for having a near accurate projectile attacks unless you're able to find a place to hide. Though I can see that certain yellow enemies have advantages over the red ones (Red PE/Yellow PE, Red soul/Yellow soul and demon for example).
Yellow cybie is easier though, just back away and if there are plenty of enemies around it (which is almost the case) it'll get stuck in infighting and it's attacks will mostly miss the targets. Even if it hits some, unlike the player it's targets won't die easily. I always hear it's death wails after a while when I leave it to fight crowds of monsters. But if it's one on one and you're fighting it in an enclosed area, good luck.
Solarn wrote:Red imp fires a single, slow, slightly homing shot that's easy to avoid, orange imp shoots explosive flames and spews fire that covers an area.4thcharacter wrote:I agree that green cybie is actually much more challenging with it's gas clouds. On blue you can strafe or hide from it's attacks.
Red and orange's difficulty are situational at some points when I look at it and they're annoying in their own ways. Yellow revenants are annoying from being to able to throw you off guard and by ambushing you with strong attacks almost anytime when they're in the map. And the red for having a near accurate projectile attacks unless you're able to find a place to hide. Though I can see that certain yellow enemies have advantages over the red ones (Red PE/Yellow PE, Red soul/Yellow soul and demon for example).
Yellow cybie is easier though, just back away and if there are plenty of enemies around it (which is almost the case) it'll get stuck in infighting and it's attacks will mostly miss the targets. Even if it hits some, unlike the player it's targets won't die easily. I always hear it's death wails after a while when I leave it to fight crowds of monsters. But if it's one on one and you're fighting it in an enclosed area, good luck.
Red zombie has an Unmaker with slow windup, orange zombie has a chaingun and rockets.
Red shotgunner has a super shotgun with one shot at a time, orange shotgunner has a fast auto shotgun.
Red caco has a triple spread or a single slow shot that explodes into smaller projectiles if it hits a wall, orange caco summons multiple damaging orbs and shoots a bouncing flame that stays around for a long time.
Red spider has rapidfire red imp shots, orange spider has weird twisty plasma + unavoidable flashing damage over time that hits from anywhere on the map.
Red baron has a spread shot and a big rock that bounces off walls, orange baron has no cooldown between shots and a single explosive shot that covers the room in smaller explosive shots when it hits something.
Red revenant has a single accurate homing shot, orange revenant can walk through walls and cover a room in fire and lost souls.
Red mastermind has the really powerful red shots (Karasawa shots, I think?) and spawns small killable adds that can drop stuff, orange mastermind has bullet hell patterns.
I'll give you the HK though, that one's also even more spammy in red form.
u fookin wot m8Hege Cactus wrote:Red shotgunner is very lame, I have to agree here. Originally I was afraid the one shot SSG might be too strong but honestly, he never gets the chance to use it. I plan to give him an alt fire for med - long range that should get players more... fired up.