Colourful Hell 1.01 fix fix tweak tweak
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Please read the full rules for more details.
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.
- iSpook
- Posts: 743
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Re: [WIP]Colourful Hell 0.87 taken under
Seeing Yholl mad like this amuses me, good job Hege. V:
Re: [WIP]Colourful Hell 0.87 taken under
I think my problem here is that I'm pretty good at dodging, but have terrible aim. So enemies whose difficulty comes from being hard to dodge don't really register as difficult for me, while enemies with a lot of health and area denial attacks are really hard to deal with.
Having tried the orange mastermind in more open spaces though, yeah, it's not very spammy at all. It felt more bullet hell-ish than it was because the only times I'd met it were in corridors or small rooms.
Edit to avoid doubleposting: I had the "luck" to face several white enemies on consecutive levels since posting this, so I can give my opinion on them.
The white zombie is mostly notable for its gimmick; the enemy itself has a lot of health but isn't particularly tough to take out, but the skeletons can blindside you, especially if you expect them to stop spawning from dead enemies once you killed the necromancer.
The white lost soul is strange. I encountered it while playing with DoomRL Arsenal and having a demolition uzi, so it didn't get the chance to do much, but I can see how it would be a real bastard with a weaker weapon. Question: do the monsters it changes into have their own health pools, or does damaging them still hurt the lost soul?
The white spider is absolutely bullshit, which is fine for a white enemy. I actually thought at first that it was worse than it looked, because it seemed like the little spiders were growing into big ones once the main spider got killed. But no, it's not literally unbeatable, it's just ridiculously hard. One thing though, the little spiders can get stuck outside the map really easily, and then they continue making their noises forever which is really unnerving.
Having tried the orange mastermind in more open spaces though, yeah, it's not very spammy at all. It felt more bullet hell-ish than it was because the only times I'd met it were in corridors or small rooms.
Edit to avoid doubleposting: I had the "luck" to face several white enemies on consecutive levels since posting this, so I can give my opinion on them.
The white zombie is mostly notable for its gimmick; the enemy itself has a lot of health but isn't particularly tough to take out, but the skeletons can blindside you, especially if you expect them to stop spawning from dead enemies once you killed the necromancer.
The white lost soul is strange. I encountered it while playing with DoomRL Arsenal and having a demolition uzi, so it didn't get the chance to do much, but I can see how it would be a real bastard with a weaker weapon. Question: do the monsters it changes into have their own health pools, or does damaging them still hurt the lost soul?
The white spider is absolutely bullshit, which is fine for a white enemy. I actually thought at first that it was worse than it looked, because it seemed like the little spiders were growing into big ones once the main spider got killed. But no, it's not literally unbeatable, it's just ridiculously hard. One thing though, the little spiders can get stuck outside the map really easily, and then they continue making their noises forever which is really unnerving.
Re: [WIP]Colourful Hell 0.87 taken under
I think you should change normal Revenant back to its original behavior. Its new behavior that fire 2 missiles at once makes it more terrify than its green and blue version. Not to mention that it has chance to kill player with <=100% heath and 0 armor in one attack, if both missile hit.
- 4thcharacter
- Posts: 1183
- Joined: Tue Jun 02, 2015 7:54 am
Re: [WIP]Colourful Hell 0.87 taken under
IMIO the normal revenant being able to fire two as opposed to one rockets is cool. Also, how do you find the normal revenant terrifying? I find the green one more hard because of their projectiles being more faster and can sometimes harass you greatly, and they deal bigger damage. The only one I don't like about the normal revenants are their missiles are slow but they have a great homing capability so they have the ability to perform a miraculous bullcrap by following you through corridors with sharp corners.
Re: [WIP]Colourful Hell 0.87 taken under
When I play, I have feeling that the homing shot of Colored Revenant are slower and easier to dodge than the normal Revenant's missile especially in narrow space and in open space if you can dodge Colored Revenant homing shot once, there is almost no chance that shot will come back to hit you again, unlike normal Revenant's missile. Right Now, I always wish to meet either green or blue version over the normal version. (Blue version seem to prefer to punch me over fire at me)4thcharacter wrote:IMIO the normal revenant being able to fire two as opposed to one rockets is cool. Also, how do you find the normal revenant terrifying? I find the green one more hard because of their projectiles being more faster and can sometimes harass you greatly, and they deal bigger damage. The only one I don't like about the normal revenants are their missiles are slow but they have a great homing capability so they have the ability to perform a miraculous bullcrap by following you through corridors with sharp corners.
-
- Posts: 16
- Joined: Sat Apr 16, 2016 6:34 pm
Re: [WIP]Colourful Hell 0.87 taken under
PLZ keep the fireblu enemies! Gray can go, and obviously the fireblus need variation, since the ones i've come across are just reds or oranges with a filter, but it's just such a great and hilarious enemy class and I feel like there could be some great gimmicks revolved around bad textures and color schemes that look like a palette error. But I think maybe just parts of the enemy in fireblu would be easier on the eyes, like a Sergeant wearing camouflage for hell or a chaingunner with a sick new Star Trak (Tm) chaingun camo. Grays could be cool too, if you involved a whole stone theme like blues have railguns and plasma and how greens have poison. Zombies could just be cavemen who throw rocks and there's a good example of a stone demon in TheUnbeholden's monster randomizer. Good luck with finishing up the mod, it's my go-to and regardless of what people said on the trailblazer community monster pack, I think it goes perfect with trailblazer, as the dropped health and armor bonuses actually have some impact since their effect is doubled and the higher up enemies really make use of malcom's fight and flight power, and of course the mods balance each other out in terms of difficulty. I'm an avid fan and this mod has definitely helped my desire for doomage remain. Pixel puke Cybies for all!
- D3athStalker
- Posts: 234
- Joined: Sun Feb 28, 2016 10:45 am
- Location: The evil world that is known as Heck
Re: [WIP]Colourful Hell 0.87 taken under
I wonder if anyone already have encountered this bug; when the Bones are on the level, from the presence of the white zombie, twice I had to put myself into an invulnerability state since some parts of the level were becoming harmful, in a way like lava does, decreasing your life meter each seconds with the slashing sound that the resurected skeletons make when they attack you. Then, I could go elsewhere on the level and be safe and come back to the affected area with the remaining effect. Very strange. Nobody was on top of me (I checked that).
While I'm on the negative sides, I wonder if there will be a fix for the bosses presentation's messages at the start; in my config, they are one over others with the yellow Cybie's late late appearance.
I also find Mancubuses to be weaker than expected. Even more with the spiders.
Appart from other tiny details, this mod is AWESOME. I aslways combine it with trailblazer and it simply rocks.
I wait for further updates with a smile
While I'm on the negative sides, I wonder if there will be a fix for the bosses presentation's messages at the start; in my config, they are one over others with the yellow Cybie's late late appearance.
I also find Mancubuses to be weaker than expected. Even more with the spiders.
Appart from other tiny details, this mod is AWESOME. I aslways combine it with trailblazer and it simply rocks.
I wait for further updates with a smile
Re: [WIP]Colourful Hell 0.87 taken under
Is it possible to do Project Brutality compability patch?
I've been trying to implement it myself, but I'm on version .86 - so its obsolete now I guess.
I've been trying to implement it myself, but I'm on version .86 - so its obsolete now I guess.
- 4thcharacter
- Posts: 1183
- Joined: Tue Jun 02, 2015 7:54 am
Re: [WIP]Colourful Hell 0.87 taken under
nakkemake wrote:Is it possible to do Project Brutality compability patch?
I've been trying to implement it myself, but I'm on version .86 - so its obsolete now I guess.
You can just copy the major changes that .87 has like the white zombie and new options in the menu. Make sure you copy the new ACS, SNDINFO, CVAR and MENUDEF entries too. Also, all of the enemies sans the bosses have some additional stuff added in them so when they die with the white zombie around, they spit out bones that summon skeletons.
Re: [WIP]Colourful Hell 0.87 taken under
There's one feature that I would love to be here. I want to be able to change the odds of rarer enemy spawns so drastically that it brings me to tears.
Re: [WIP]Colourful Hell 0.87 taken under
Okay, I just finished EPIC2.wad and Alien vendetta.wad with Colorful hell MOD recently. (Massacre maps with this mod are totally crazy). It is possible to do with original doom weapons by using double ammo set up. Here are my comments on some standout monsters.
Blue Chain gunner : WOW, the accuracy of this guy is very terrifying. He can hit me from the opposite end of a map (very very far away!)
Purple Demon/Specter and Orange Demon/Specter : These guys are totally unfair in close encounter. SSG and rocket can't kill them in one shot so I often get bite from their dash attack. Specter version is even more annoying. They are completely invisible aside from the time they are attacking.
Orange Revenant : This guy always manage to surprise me with his sudden enter through the wall. Did he see me through the wall and walk to me from his spawn location??
Blue Baron / Purple Baron : I always get a lot of damage from those bouncing balls. I hate them the most. How is it even possible to dodge Purple Baron bouncing balls in a small and narrow area??
Purple Mancubus : OH GOD! those bouncing balls of doom. I think the balls should disappear a bit quicker.
Red Mancubus : The attack that he uses when player is near to him can easily 1 hit KO the player, if hit exactly under player feet and it's very hard to dodge.
Orange (Yellow) Archvile : Absolute madness. BFG spam until he die.
Red Mastermind : Those homing red balls are very awesome. However, I can't seem to destroy the balls with Plasma rifle and BFG. Is it intentional?
Green Cybie : Hahaha, I often eat rocket in the face when he fires two rockets. Green Cybie and Green mastermind's poison mist make them unbeatable in monster infighting.
Red Cybie : I suggest that player should be able to destroy those hell portals that open and shoot out fire balls.
Black Imp : Can you make those dark mist deal no damage? It already hard enough to dodge his attack in the mist.
Black Revenant : Please nerf this guy bit. His attacks are ways too strong and too fast. Maybe you should remove his ability to throw back player's shot too.
Black Cybie : I suggest that player should be able to destroy those three red balls attack before they hit the wall and create multiple fire path.
Blue Chain gunner : WOW, the accuracy of this guy is very terrifying. He can hit me from the opposite end of a map (very very far away!)
Purple Demon/Specter and Orange Demon/Specter : These guys are totally unfair in close encounter. SSG and rocket can't kill them in one shot so I often get bite from their dash attack. Specter version is even more annoying. They are completely invisible aside from the time they are attacking.
Orange Revenant : This guy always manage to surprise me with his sudden enter through the wall. Did he see me through the wall and walk to me from his spawn location??
Blue Baron / Purple Baron : I always get a lot of damage from those bouncing balls. I hate them the most. How is it even possible to dodge Purple Baron bouncing balls in a small and narrow area??
Purple Mancubus : OH GOD! those bouncing balls of doom. I think the balls should disappear a bit quicker.
Red Mancubus : The attack that he uses when player is near to him can easily 1 hit KO the player, if hit exactly under player feet and it's very hard to dodge.
Orange (Yellow) Archvile : Absolute madness. BFG spam until he die.
Red Mastermind : Those homing red balls are very awesome. However, I can't seem to destroy the balls with Plasma rifle and BFG. Is it intentional?
Green Cybie : Hahaha, I often eat rocket in the face when he fires two rockets. Green Cybie and Green mastermind's poison mist make them unbeatable in monster infighting.
Red Cybie : I suggest that player should be able to destroy those hell portals that open and shoot out fire balls.
Black Imp : Can you make those dark mist deal no damage? It already hard enough to dodge his attack in the mist.
Black Revenant : Please nerf this guy bit. His attacks are ways too strong and too fast. Maybe you should remove his ability to throw back player's shot too.
Black Cybie : I suggest that player should be able to destroy those three red balls attack before they hit the wall and create multiple fire path.
- Frozenwolf150
- Posts: 324
- Joined: Thu Apr 11, 2013 10:49 pm
Re: [WIP]Colourful Hell 0.87 taken under
Quick question. When loading this with Guncaster and its patch, what order do you recommend? Currently I have:
1. Doom mapset
2. Guncaster
3. CH
4. CH Guncaster patch
But it's putting out a string of error messages when I start GZDoom. It still runs and it doesn't seem to be causing any conflicts, but I'm not sure I'm doing it right. I tried putting CH before Guncaster, but I got the same result.
1. Doom mapset
2. Guncaster
3. CH
4. CH Guncaster patch
But it's putting out a string of error messages when I start GZDoom. It still runs and it doesn't seem to be causing any conflicts, but I'm not sure I'm doing it right. I tried putting CH before Guncaster, but I got the same result.
- D3athStalker
- Posts: 234
- Joined: Sun Feb 28, 2016 10:45 am
- Location: The evil world that is known as Heck
Re: [WIP]Colourful Hell 0.87 taken under
No, you're doing it right. I take the blame for some of the codes being hella messy. But I didn't bother dealing with them since they don't cause a problem like you've said.Quick question. When loading this with Guncaster and its patch, what order do you recommend? Currently I have:
1. Doom mapset
2. Guncaster
3. CH
4. CH Guncaster patch
But it's putting out a string of error messages when I start GZDoom. It still runs and it doesn't seem to be causing any conflicts, but I'm not sure I'm doing it right. I tried putting CH before Guncaster, but I got the same result.
Re: [WIP]Colourful Hell 0.87 taken under
Would you be willing to nerf some of the black/white level monsters?
The black knight in close quarters is annoying because his dogs take forever to kill. Maybe if you could nerf the dogs' health a little bit that would be nice.
Black Revenant is just a pain in the ass. The fact that he becomes a spirit who can shoot blue spirits that never seem to miss is frustrating to say the least
Benellus, the god of shotguns is pure cancer to me lol.
Most of the problems with these white/black monsters come down to the fact that they are bullet sponges. It wouldn't be so bad if you already didn't have to also deal with other creatures around them that are tougher than vanilla creatures.
Thanks.
BTW, hell of a good mod otherwise. Been playing it with the Doom RL Arsenal mod and it's a total blast!
The black knight in close quarters is annoying because his dogs take forever to kill. Maybe if you could nerf the dogs' health a little bit that would be nice.
Black Revenant is just a pain in the ass. The fact that he becomes a spirit who can shoot blue spirits that never seem to miss is frustrating to say the least
Benellus, the god of shotguns is pure cancer to me lol.
Most of the problems with these white/black monsters come down to the fact that they are bullet sponges. It wouldn't be so bad if you already didn't have to also deal with other creatures around them that are tougher than vanilla creatures.
Thanks.
BTW, hell of a good mod otherwise. Been playing it with the Doom RL Arsenal mod and it's a total blast!