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