Since it will be given to some select few I guess it's good to write your own if you want to since mine's closely related to DoomRL (some monsters from there are included), still I try to make it generalized as possible.dljosef wrote:Well then. I'm working on one more related to Legendoom and the Omni-shield minimod.4thcharacter wrote:I'm actually writing my own complete with some tidbits like damagetypes and notable item drops. And most importantly, strategy. But the progress has been slowed down lately. I'm now on the Mancubus group. Also, that guide is heavily related to DoomRL and a personal project of mine.
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.
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- 4thcharacter
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Re: [WIP]Colourful Hell 0.90 terror and gibs
- Hege Cactus
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Re: [WIP]Colourful Hell 0.90 terror and gibs
Go right a head with the beastiaries!
Those are very welcome, I once made a mini one myself back in the day, but it was pretty non serious and only was useful for the weaknesses part, not to mention its pretty outdated now.
Those are very welcome, I once made a mini one myself back in the day, but it was pretty non serious and only was useful for the weaknesses part, not to mention its pretty outdated now.
- Spaceman333
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Re: [WIP]Colourful Hell 0.90 terror and gibs
Sweet, I'm excited for the full spectrum of gibs to be added for this mod.Hege Cactus wrote:Not yet, Fatsos have had seperated deaths for a while tho, but I will aim to improve it soon.Spaceman333 wrote:Can larger monsters gib too? (barons, fatsos, spiders, bosses, etc)
I'll aim to add HK & Barons gibbing, spider gibs, fatso improvement and cybie gibbing in the next patch, I am unsure on spidermastermind tho.
Black & white tier bosses dont have gibbing and probably won't cause they are powerful enough that killing them alone should be satisfying enough.
The satisfying feeling that gibs add to the gameplay is so significant that previously I had mostly overlooked this mod until I saw gibs being added to it too.
Is there any chance for making non-gibbed corpses to be made shootable and gibbable too?
(Or a crush state that would gib ungibbed corpses if a door slams on top of them?)
It would be super satisfying to take down a black & white tier monsters, then blast their corpse into gibs to cement the player's victory over them, especially as a satisfying moment of revenge if they had almost managed to kill the player prior.
- Machine-Reaper
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Re: [WIP]Colourful Hell 0.90 terror and gibs
That would be going Brutal Doom over them and I don't think this mod would support that.Spaceman333 wrote: Is there any chance for making non-gibbed corpses to be made shootable and gibbable too?
(Or a crush state that would gib ungibbed corpses if a door slams on top of them?)
It would be super satisfying to take down a black & white tier monsters, then blast their corpse into gibs to cement the player's victory over them, especially as a satisfying moment of revenge if they had almost managed to kill the player prior.
Re: [WIP]Colourful Hell 0.90 terror and gibs
And my recommended weapon effects from Legendoom.
Spoiler:
- Slax
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Re: [WIP]Colourful Hell 0.90 terror and gibs
Black shotgunners. Black shotgunners. Black shotgunners.
Please let them be in a big room so I can just run past them. ARRRRGH! IT HURTS!
(Don't get me wrong. I don't mind KILLYOUINTHEFACE enemies.)
Please let them be in a big room so I can just run past them. ARRRRGH! IT HURTS!
(Don't get me wrong. I don't mind KILLYOUINTHEFACE enemies.)
Re: [WIP]Colourful Hell 0.90 terror and gibs
The Omni-shield mod REALLY helps with the really nasty encounters. (Especially those really nasty enemies like the white archvile)
Anyways, the White Chaingunner enemy was really annoying in the "Can't get anywhere near 'em" fashion. And I found that her minions spawns tend to get stuck in walls and outside of the map.
Anyways, the White Chaingunner enemy was really annoying in the "Can't get anywhere near 'em" fashion. And I found that her minions spawns tend to get stuck in walls and outside of the map.
Re: [WIP]Colourful Hell 0.90 terror and gibs
bees tend to be either obnoxiously hard to deal with in open areas, or a cakewalk to a half dozen free backpacks in enclosed areas. Since some mods have more DoT effects to help with crowd control, it would be nice if they played nicer with such and maybe had a higher pain chance to go along with them
I only mention this for people who pair the mod with Guncaster, Trailblazer, ProjectMSX, or any other mods with rapid fire suppression weapons.
I only mention this for people who pair the mod with Guncaster, Trailblazer, ProjectMSX, or any other mods with rapid fire suppression weapons.
- ErrantMasa
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Re: [WIP]Colourful Hell 0.90 terror and gibs
One run's RNG went insane with giving me black shotgunners (I think 3-4 times in the episode).
I've also once rolled black zombie+black shotgunner+white shotgunner (praise be to Saint Benellus!) on e1m1 (with DoomRLA)!
I've also once rolled black zombie+black shotgunner+white shotgunner (praise be to Saint Benellus!) on e1m1 (with DoomRLA)!
Re: [WIP]Colourful Hell 0.90 terror and gibs
How do I kill the white archvile? Do I have to shoot him normally or kill all his ghosts? does he spawn infinite ghosts? can he resurrect ghosts of imps as ghosts again?
Re: [WIP]Colourful Hell 0.90 terror and gibs
himJojo_195 wrote:How do I kill the white archvile? Do I have to shoot him normally or kill all his ghosts? does he spawn infinite ghosts? can he resurrect ghosts of imps as ghosts again?
Re: [WIP]Colourful Hell 0.90 terror and gibs
New gibs are just great.
But I realized... they are fading too fast.
If gibs touch ground, they will disappear like nothing happened.
Can you make gibs persistent, or remain for 30-60 seconds?
I love to watch colorful messy aftermath.
But I realized... they are fading too fast.
If gibs touch ground, they will disappear like nothing happened.
Can you make gibs persistent, or remain for 30-60 seconds?
I love to watch colorful messy aftermath.
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Re: [WIP]Colourful Hell 0.90 terror and gibs
Hey there, just wanted to say I really love this wad! Also, I'll be doing a full playthrough of "1monster.wad" with this activated and will post it on youtube. So far it's very fun but the very first map was actually the hardest for now lol, it just has the weak Zombies but there's also almost no room to hide, no other weapons than the pistol and very little health. It's really hard to survive the stronger versions... especially the red Zombie can be pretty unfair, in my opinion the Berserk pack should drop everytime you kill him, not just a random chance. Unless you manage to not get hit by him at all, you'll need any health you can get.
Re: [WIP]Colourful Hell 0.90 terror and gibs
mods like these usually arent made with other specific gameplay mods in mind, if you want to modify it to work better with another mod, making a patch file in slade with your changes is usually the best waybowserknight wrote:Hey there, just wanted to say I really love this wad! Also, I'll be doing a full playthrough of "1monster.wad" with this activated and will post it on youtube. So far it's very fun but the very first map was actually the hardest for now lol, it just has the weak Zombies but there's also almost no room to hide, no other weapons than the pistol and very little health. It's really hard to survive the stronger versions... especially the red Zombie can be pretty unfair, in my opinion the Berserk pack should drop everytime you kill him, not just a random chance. Unless you manage to not get hit by him at all, you'll need any health you can get.
that said it DOES work really well with a lot of them, like trailblazer and high noon drifter
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Re: [WIP]Colourful Hell 0.90 terror and gibs
1monster isn't a gameplay mod, it's just maps where there's only 1 type of enemy in each map (map01 only has Zombie, map02 Imps...) and I think that actually works very well with Colourful Hell, don't know why it shouldn't. It makes that wad actually more interesting. But yeah I admit, giving the red Zombies a guaranteed Berserk would make it a little too easy.Ryuhi wrote:mods like these usually arent made with other specific gameplay mods in mind, if you want to modify it to work better with another mod, making a patch file in slade with your changes is usually the best way
that said it DOES work really well with a lot of them, like trailblazer and high noon drifter
If anyone's interested, I've already done the first few maps, just gotta upload them. Too bad the bosses are practically impossible on the first maps.
Spoiler: