[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 0.90 terror and gibs

Postby iVoid » Tue Aug 08, 2017 9:58 am

Where can I find the compatibility patch for Guncaster to work with Colourful Hell 0.90? Or at least 0.89
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Re: [WIP]Colourful Hell 0.90 terror and gibs

Postby Gorec » Wed Aug 09, 2017 3:07 am

im playing on gzdoom 3.1 and all revenants can punch me far away
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Re: [WIP]Colourful Hell 0.90 terror and gibs

Postby bowserknight » Wed Aug 09, 2017 8:00 am

I have a quick question about the Cyberdemons. Is it intentional that the way they shoot rockets now (the normal brown ones) looks a little strange? It looks like the 3rd shot comes out of his other arm and it doesn't really fly to where it should, like flying completely off to the left side or something. It doesn't really make sense. But please note that I've only seen that for a very short time, I'm not sure if it's like that all the time. Btw I really like the White Lost Soul.
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Re: [WIP]Colourful Hell 0.90 terror and gibs

Postby D3athStalker » Wed Aug 09, 2017 9:02 am

Where can I find the compatibility patch for Guncaster to work with Colourful Hell 0.90? Or at least 0.89

It's on page 30, but it's for v0.89. I haven't started working on v0.90 yet, but it'll have some new stuff.
Spoiler:
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Re: [WIP]Colourful Hell 0.90 terror and gibs

Postby Gorec » Wed Aug 09, 2017 10:39 am

bowserknight wrote:I have a quick question about the Cyberdemons. Is it intentional that the way they shoot rockets now (the normal brown ones) looks a little strange? It looks like the 3rd shot comes out of his other arm and it doesn't really fly to where it should, like flying completely off to the left side or something. It doesn't really make sense. But please note that I've only seen that for a very short time, I'm not sure if it's like that all the time. Btw I really like the White Lost Soul.

its an option that tracks ur movement for cybers and barons(and hk maybe) so they shoot last rocket/ball to where u would go(u go left they shot left and u can say hi to that rocket boom)u can disable it
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Re: [WIP]Colourful Hell 0.90 terror and gibs

Postby Hege Cactus » Wed Aug 09, 2017 10:48 am

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?)


Breakable corpses tends to be a hassle thats more effort than its worth
Tho the crush state could be something I could look into making. Could be fun for extra crunch.

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.)


They love you too!

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.

I am aiming to try tweak the minions a little bit to give them similiar debug as the skeletons, which ofcourse doesnt always work but might make it little less common for them to get stuck atleast.

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.


Well that could be one way to do it, tho the bees have so low hp that they tend to die before pain.
But I'll make em take always pain incase theres non damage dot effects so they can be easily dealt with if that is the case.
Maybe I could try do something to them aswell.

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.


Will do!

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.


Oh Ive seen the vids so far, and Ive enjoyed em.
Tho, the monsters that are stronger, tend to be harder with pure vanilla weapons, which is something I cant always help as this mod mostly panders to weapon mods that are OP with default monsters.
Its also why I am careful with the drop chances, to keep em random, cause in some mods, certain items act differently.

im playing on gzdoom 3.1 and all revenants can punch me far away


Intended, Ive increased their melee range to match the loooong arm they have since like early days.

I have a quick question about the Cyberdemons. Is it intentional that the way they shoot rockets now (the normal brown ones) looks a little strange? It looks like the 3rd shot comes out of his other arm and it doesn't really fly to where it should, like flying completely off to the left side or something. It doesn't really make sense. But please note that I've only seen that for a very short time, I'm not sure if it's like that all the time. Btw I really like the White Lost Soul.


Its part of the interception script the cybies have, it makes the last rocket bit wonky on the where it spawns, which I find annoying aswell, but it cant be helped, I didnt make the script for it and I'm not too comfortable trying to modify it.
The interception can be turned off.
And glad to know! White Lost Soul is one of my personal favorites

Spoiler:

Spoiler:



Just gonna let you all also know that for the next version I'm gonna aim to do some re balancing of lower tier enemies
So far I've buffed;
-Green shotgunner
-Blue shotgunner
-Green Arachnotron

I'll aim to do some changes to;
-Blue chaingunner
-Blue Mancubus

Is there any specific enemies you guys think should be tweaked?
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Re: [WIP]Colourful Hell 0.90 terror and gibs

Postby Gorec » Wed Aug 09, 2017 11:36 am

its too much
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Re: [WIP]Colourful Hell 0.90 terror and gibs

Postby dljosef » Wed Aug 09, 2017 12:00 pm

I found that the White HK has only one that spawns in fully functional, with the second one being a static sprite and unshootable.
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Re: [WIP]Colourful Hell 0.90 terror and gibs

Postby Hege Cactus » Wed Aug 09, 2017 1:35 pm

dljosef wrote:I found that the White HK has only one that spawns in fully functional, with the second one being a static sprite and unshootable.

Huh?
Bizarre! Definitely gonna look into this asap
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Re: [WIP]Colourful Hell 0.90 terror and gibs

Postby bowserknight » Thu Aug 10, 2017 4:45 pm

Glad to hear you like my videos so far! I've beaten map 11 right now which was the Spectre map, the boss was really cool but annoying in such a huge open room haha. Also is it true that Benellus only takes half damage from all weapons? It's not like he's crazy enough already haha.

-And what monster would I want to be tweaked? Hmm... I feel like the red Zombie is a little too hard, not the Shotgun one. His attack just deals way too much damage for being almost impossible to avoid. Or maybe I just fought him in rooms that are too narrow.
-I've only seen like half of the monsters. But one that stands out a little is the purple Pinky. While he's not hard to kill, his jumping attack is so quick and he uses it so rapidly that he can kill you very quickly. It's even worse when it's a Spectre because then you don't see it coming even more. Again, it's very hard to avoid and deals too much damage as he uses it very often in a row.
-I found the black Spectre a little easy but maybe that's only because I fought him alone with no other monsters distracting me from him.
-Benellus has way too many things that make him overpowered but I guess you kinda wanted it to be like that (flies, takes less damage, insane attacks, fast)
-black Arachnotron has this one attack where it unleashes some kind of flare that bounces all over the place, in my opinion that remains way too long
-THE BEEEES I'm fine with them but maybe you could make the queen a little easier to see? Because I actually thought it's just a bunch of bees, I had no idea there even was a queen among them until someone told me so

EDIT: scratch the last part, I just realised that the big bee has sparks coming outta its butt
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Re: [WIP]Colourful Hell 0.90 terror and gibs

Postby Hege Cactus » Wed Aug 30, 2017 1:42 pm

Colourful Hell update time, 0.91

Major changes;
White HK bug is fixed now, they both should spawn and work.
More gibbing! Arachnotrons, barons and hellknights join the gibbable spree. The gibs should also now properly hang around for longer time aswell.
White spectre variant! This boss is trash, literally. Dont try pick it up tho, its not a can.
More balance changes and tweaks.

Some of the new things might still be bit off balance wise and white spectre variant isn't in my own opinion as up to bar as some other bosses, so he might get revisiting at some point.
So feel welcome to give feedback.

Full change log;
Spoiler:
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Re: [WIP]Colourful Hell 0.91 garbage day

Postby 4thcharacter » Wed Aug 30, 2017 6:56 pm

The bestiary grows..

I never expected the white spectre to be a garbage monster and I thought it was going to be the Nightshade, but it still works.
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Re: [WIP]Colourful Hell 0.91 garbage day

Postby Machine-Reaper » Thu Aug 31, 2017 12:14 pm

I also wanted to ask just incase, is it possible to update the sprites/looks for colourful demons in a manner that with-the-colour their look also looks quite relating to the said colour (Black Cacodemon is Hades Elemental which is quite Black naturally etc)

I also had a question about colour denoting they type of nature of enemy as well (Green= Slimey, Toxic, Blue= Techy, Plasmy etc) so is it intended that way or just coincidence?
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Re: [WIP]Colourful Hell 0.91 garbage day

Postby Hege Cactus » Thu Aug 31, 2017 12:25 pm

Machine-Reaper wrote:I also wanted to ask just incase, is it possible to update the sprites/looks for colourful demons in a manner that with-the-colour their look also looks quite relating to the said colour (Black Cacodemon is Hades Elemental which is quite Black naturally etc)

I also had a question about colour denoting they type of nature of enemy as well (Green= Slimey, Toxic, Blue= Techy, Plasmy etc) so is it intended that way or just coincidence?


I'm not sure what you are asking with the first question.. The monsters tend to be colour coded already so they match the colour they are??
Or what do you mean by this? Im bit confused

Well generally I went with a bit of a colour also giving out the theme of the monster, so yeah its partly intentional.
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Re: [WIP]Colourful Hell 0.91 garbage day

Postby Machine-Reaper » Thu Aug 31, 2017 12:51 pm

Hege Cactus wrote:I'm not sure what you are asking with the first question.. The monsters tend to be colour coded already so they match the colour they are??
Or what do you mean by this? Im bit confused

Well generally I went with a bit of a colour also giving out the theme of the monster, so yeah its partly intentional.


it means that if you find a sprite of a monster that looks quite similar to a coloured version but feels uniquely like a new monster and not a recolored version would it be possible to use the said sprite?

example:

Spoiler:


coloured intention also makes it even more eaiser to make interesting looks of a monster besides their abilites (However the current set used that just recolours monsters does give the advantage to also allow them to be lighted up with vanilla brightmaps without needing custom ones)
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