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Re: [WIP]Colourful Hell 0.929 grayline

Posted: Sat Mar 10, 2018 8:23 am
by Churrupez
It's very easy for the Black Spectre to get stuck in walls, it seems: if you're in a corner of a map when he teleports, he usually gets stuck and sometimes, he can't even get out by teleporting again. It is possible to fix that?

Re: [WIP]Colourful Hell 0.929 grayline

Posted: Sat Mar 24, 2018 3:32 pm
by Hege Cactus
It's very easy for the Black Spectre to get stuck in walls, it seems: if you're in a corner of a map when he teleports, he usually gets stuck and sometimes, he can't even get out by teleporting again. It is possible to fix that?
Unfortunantly, no, or maybe, but it'd be really hard, havent really found a workaround for it.
Good thing he can teleport rapidly and thus get unstuck that way

So time for an update!

Version 0.930

Due of popular demand, zdoom 2.8.1 friendly version:
Download(Warning: Might not be as stable as normal version)


Whats new?

White pain elemental joins the fray
His presence will be easy to spot when you see some.. growth.

Big bunch of new gray and some fireblus have also jumped in the boat for those who like to add the extra spice

Many balance changes, fixes, tweaks, etc.

Full Changelog:
Spoiler:

Re: [WIP]Colourful Hell 0.930 Painful

Posted: Sun Mar 25, 2018 2:18 am
by Ryuhi
as much as i love putting CH in my rotation, have you considered making a hitscan-replaced-by-fast projectile cvar?

i just really hate hitscans. :(

if not, ill keep supporting it regardless my dude :D

Re: [WIP]Colourful Hell 0.930 Painful

Posted: Sun Mar 25, 2018 3:36 am
by shinmg92
thx for this great, really funny mod.
I'm looking forward to more white monsters to come!

Re: [WIP]Colourful Hell 0.930 Painful

Posted: Sun Mar 25, 2018 10:09 am
by Machine-Reaper
by adding more drops to bosses for mod compat mean by DRLA unique weapon/armour dropping more frequently now from bosses? (just an example incase)

Re: [WIP]Colourful Hell 0.930 Painful

Posted: Sun Mar 25, 2018 11:04 am
by 4thcharacter
Machine-Reaper wrote:by adding more drops to bosses for mod compat mean by DRLA unique weapon/armour dropping more frequently now from bosses? (just an example incase)
That seems like that's the case. Each of them can now drop a unique, demonic and legendary. As for La Tailor Girl, some rare armor.

Re: [WIP]Colourful Hell 0.930 Painful

Posted: Sun Mar 25, 2018 11:58 am
by Machine-Reaper
4thcharacter wrote: That seems like that's the case. Each of them can now drop a unique, demonic and legendary. As for La Tailor Girl, some rare armor.
I just got Judge of the Dead from God of Shotgun on map 2 of doom 2, almost missed it cause it didn't make a sound when it dropped and all the other shotguns along...wow....my first legendary

Re: [WIP]Colourful Hell 0.930 Painful

Posted: Sun Mar 25, 2018 1:47 pm
by Midnight_King
Using either of the Eriguns mods with Colorful Hell causes the fattys to freeze upon death. No death animation.

EDIT: Actually, after testing for a while, it was scythe.wad. It uses custom fattys

Re: [WIP]Colourful Hell 0.930 Painful

Posted: Sun Mar 25, 2018 10:20 pm
by Brohnesorge


Latest version of CH on the latest stable of GZDoom 3.3.

E: He does stop when hit.

Re: [WIP]Colourful Hell 0.930 Painful

Posted: Wed Apr 04, 2018 3:19 pm
by adamdamico
how do i summon a white pain elemental?

I cant find one randomly

Re: [WIP]Colourful Hell 0.930 Painful

Posted: Thu Apr 05, 2018 1:43 am
by bowserknight
adamdamico wrote:how do i summon a white pain elemental?

I cant find one randomly
either open the console and type in "summon whitePE" or you could also do it with the map that I made:

http://www.mediafire.com/folder/epe6ycn ... azh/shared

There's a section called "Test" where you can summon any colored monster you want.

Re: [WIP]Colourful Hell 0.930 Painful

Posted: Thu Apr 19, 2018 12:04 pm
by Hege Cactus
as much as i love putting CH in my rotation, have you considered making a hitscan-replaced-by-fast projectile cvar?

i just really hate hitscans. :(

if not, ill keep supporting it regardless my dude :D
I've actually have considered this but the amount of hitscanners is pretty high, would require a lot of work going through em
also Benellus would become a lot easier
thx for this great, really funny mod.
I'm looking forward to more white monsters to come!
oh there's still room there alright
Latest version of CH on the latest stable of GZDoom 3.3.

E: He does stop when hit.
ACK. Not again
Fixing

So in other news, a little preview on things to come;
Spoiler:

Re: [WIP]Colourful Hell 0.930 Painful

Posted: Thu Apr 19, 2018 1:59 pm
by dljosef
Oh, I'll look forward to Player 9 being one of those enemies getting the EX thing going. (Even though he's one of the harder black-tier enemies already)

Re: [WIP]Colourful Hell 0.930 Painful

Posted: Wed May 02, 2018 8:00 am
by bowserknight
Really like the changes but with the abyssal monsters I'll need to change my map yet again lol, haven't worked on it for a bit.

Re: [WIP]Colourful Hell 0.930 Painful

Posted: Sat May 12, 2018 1:14 am
by Hege Cactus
Alrighty time to release 0.931

Download

Whats new;

New optional tier; Abyssal
Abyssal enemies are extra hard and more common mooks that are for the added challenge
Currently abyssal tier is about half finished but what it offers now should be more than enough to make some hair pulling

New white variant; White Mancubus
Don't take this one on at extreme ranges

Filling up the fireblu and gray with ;
Gray Cybie
fireblu arachnotron

other small changes;
-Green baron should now stop with the puking if its target is dead
-nerfed some cybie variant healths



I'll make a 2.8.1 friendly version later on
The EX enemies didnt make it for this release, I only got one properly done and I didnt think that would justice for adding the option yet

Well have fun