Rowsol wrote:I think I remember reading there was a death.tele option? (or something like that, don't quote me on this)
There is; I used it in ww-terror to account for my powerup-replacing hostages. (They'll auto-rescue themselves if you accidentally telefrag one.)
Re: [WIP]Colourful Hell 0.5 up to tier red
Posted: Wed Mar 25, 2015 4:33 pm
by Hege Cactus
Seems like there really is(death.telefrag), so I made a little not so special easteregg on telefragging the red cybie for the next release. I also removed the silly shockwave after death, it was kinda unfair considering it dropped the loot and then when you went to get it "eyyy get shockwaved" I'll probably do a new release once I get a few of them black tier enemies done So far I've only gotten one done, which is a really fun one if you like monty python references.
Re: [WIP]Colourful Hell 0.55 up to tier red
Posted: Thu Mar 26, 2015 6:22 pm
by Hege Cactus
you know I probably wouldnt constantly be updating this if I really had something else to do during my days. but I dont
Version 0.55 up: -Purple Spidie no longer gets stuck on their minions. -Slight tweaks to few lesser foes -Red Spidie's death plosion no longer hurts so much -Red Cybie no longer makes a shockwave when it dies, that was cheap, I admit it -Added Black Revenant spawn, none shall pass it -Added Black Shotgunner Spawn -Added White Shotgunner spawn, the poor soul who gets this spawn, I am already so, so sorry
Re: [WIP]Colourful Hell 0.55 up to tier red
Posted: Thu Mar 26, 2015 9:31 pm
by BFG
you should use this to color your Archviles, it works much better for them.
Eyy, thats actually pretty neat! Tho, I'm not sure if its that good idea for archviles cause it kills the brightness when they attack too it seems, and archviles kinda need to be visible. However, for other monsters like the mancubi and cacodemons this could look pretty damn sweet. tho I'm not sure how to make it work completely properly tho without making it too dominant, adding the current test line kinda just makes everything pretty bland monotone
Re: [WIP]Colourful Hell 0.55 up to tier red
Posted: Fri Mar 27, 2015 12:44 pm
by BFG
similar to what I had with my Vile variant, I had a blue one, I just put separate flame actors around him when he's using his attack and his death animation I made him explode into different pieces, but I did have an idea of putting a brightmap of his blood so that it would be a different color.
Re: [WIP]Colourful Hell 0.55 up to tier red
Posted: Sun Mar 29, 2015 3:52 pm
by jpalomo
I noticed a few console errors when I loaded the latest version:
Script warning, "colourfullhell55.pk3:decorate/masterminds" line 856: Unknown class name '0' Script warning, "colourfullhell55.pk3:decorate/masterminds" line 856: Unknown class name '0' Script warning, "colourfullhell55.pk3:decorate/masterminds" line 889: Unknown class name '0' Script warning, "colourfullhell55.pk3:decorate/masterminds" line 889: Unknown class name '0'
Without opening the file, I can tell that this is probably the same mistake you made the last time I cleaned up the file. You used 0 instead of "none" for the pufftype and spawn class on the rail attacks.
So far, I'm liking what I see. This makes the imbalanced weapon mods actually a challenge for once.
Re: [WIP]Colourful Hell 0.55 up to tier red
Posted: Sun Mar 29, 2015 11:33 pm
by Hege Cactus
similar to what I had with my Vile variant, I had a blue one, I just put separate flame actors around him when he's using his attack and his death animation I made him explode into different pieces, but I did have an idea of putting a brightmap of his blood so that it would be a different color
Hmmm.. I'll play around with it a bit more and see how it goes, I could try the brightmaps too at some point
jpalomo wrote:I noticed a few console errors when I loaded the latest version:
Script warning, "colourfullhell55.pk3:decorate/masterminds" line 856: Unknown class name '0' Script warning, "colourfullhell55.pk3:decorate/masterminds" line 856: Unknown class name '0' Script warning, "colourfullhell55.pk3:decorate/masterminds" line 889: Unknown class name '0' Script warning, "colourfullhell55.pk3:decorate/masterminds" line 889: Unknown class name '0'
Without opening the file, I can tell that this is probably the same mistake you made the last time I cleaned up the file. You used 0 instead of "none" for the pufftype and spawn class on the rail attacks.
So far, I'm liking what I see. This makes the imbalanced weapon mods actually a challenge for once.
Whoops, those should be fixed for this release tho. The railgun has so many parameters it tends to cause so easy confusion.
Released 0.57, not much added but there are some balance changes and other things;
Spoiler:
-Blue Barons Blue Balls can now explode prematurely -Made Black Shotgun Crew More Aggressive and durable -Leader of blackshotgun crew borrowed some detonition ammo from red chaingunner -Black Shotgunners sometimes now toss gas grenades. -Tweaked Former human spawn rates -Benellus gained an extra HP bar -Purple Imp no longer fires second ball if you're out of sight in time. -BlueHellKnight Also stops prematurely if you move out of sight after first or second shot. -PurpleBaron can now use the spear if his health drops enough regardless of range. -Greenrevenant acid drops look now better -Added Black Zombie -Green & Purple & Orange Vile no longer finish their main attack if you move out of sight in time. -Red Vile borrowed Orange Viles ground move. -Fixed Orange Demon missing frames in few states
Re: [WIP]Colourful Hell 0.57 up to tier red
Posted: Wed Apr 01, 2015 1:21 am
by Hege Cactus
For the next release as I work on more black spawns We have:
Spoiler:
BEES
Re: [WIP]Colourful Hell 0.57 up to tier red
Posted: Wed Apr 01, 2015 1:35 am
by Captain J
oh sweet honeypie.
Re: [WIP]Colourful Hell 0.57 up to tier red
Posted: Fri Apr 10, 2015 5:53 pm
by Hege Cactus
Well I've kinda been unable to focus lately so I've kinda done less than I've planned. Regardless I'll just drop update 0.60 now and then try get my act together again.
Changes;
Spoiler:
-Benellus's base speed dropped a itty bitty bit, not much but a tiny bit, just so you get a little breath -Fixed projectile trails from green monsters -Released Blue Masterminds icicle attack after its hp drops enough -Blue MasterMinds Ice Orbs are now bit faster -Blue Archviles Mega Orb now slightly homes in, be careful! -Blue Mancubi's waves radius slightly lowered and damage slightly raised. -Added BlackDemon, get ready to kite -Added Black Lost soul spawn -Nerfed black zombieman, he now takes radius damage aswell, and has to take reload pauses with super shotgun. -Doom1 fix; provided resource for doom1 incase any of the bosses happen to spawn revenants or green arachs. Also double shotgun sounds due of few monsters using em. -Red Cybie's second phase portals are bit meaner now and can summon monsters even when they dont see the player
Re: [WIP]Colourful Hell 0.60 bees are here
Posted: Sat Apr 11, 2015 11:13 pm
by -Ghost-
When the bees attack you there should be a small chance your pain noise gets replaced with Cage's NOT THE BEES AAAHHH A+ dialogue.
Re: [WIP]Colourful Hell 0.60 bees are here
Posted: Sat Apr 11, 2015 11:41 pm
by Rowsol
-Ghost- wrote:When they bees attack you there should be a small chance your pain noise gets replaced with Cage's NOT THE BEES AAAHHH A+ dialogue.
winning.
Re: [WIP]Colourful Hell 0.60 bees are here
Posted: Sun Apr 12, 2015 2:15 am
by Tapwave
I really, really want to make a compatibility patch for my strange weapons mod for this (and adjust XP value for higher tier monsters accordingly), but I'd rather wait until you've done all colors for all monsters first. That way I'll make it in one shot.
Re: [WIP]Colourful Hell 0.60 bees are here
Posted: Tue Apr 14, 2015 6:23 am
by stagefatality
This looks like a lot of fun!
I'll definitely have to try this out, especially with some OBLIGE maps.