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.
oh if i only could do that without touching the playerpawn
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.
well I hope to get most of the enemies done quite fast, the white tier enemies are the ones that are going to take most time as couple of em require me to sprite em up first which takes tiiiime.
Sounds like it could be fun with em
This looks like a lot of fun!
I'll definitely have to try this out, especially with some OBLIGE maps.
OBLIGE maps work pretty great with any randomizer
The Shotgun god is a bitch.
Taking on benellus aint no easy task
So time for version 0.66(6)
This version adds 3 black monsters and 2 white ones; Black Hell Knight, White Hell Knight, Black chaingunner, White chaingunner & Black Mancubi.
Black Mancubi is still bit so-so honestly so he might get changes in next patch once I figure something for it.
Changes:
Spoiler:
-Added Black Hell Knight spawn. dont play as john connor.
-Added White Hell Knight spawn.
-Added Black Chaingunner spawn. Damage inc.
-Added Black Mancubus Spawn, oh the poor souls who get this beast spawn in map 07
-Green zombie man gas slightly nerfed; now deals randomized damage.
-Purple Zombie man should now use the secondary move more commonly.
-Fixed orange demon still having one missing frame in it, no more 0.5 second vanishes
-Red & orange Hell Knights now have slight fire resistance
-Added White Chaingunner, science time!
-Tweaked spawn rates for chaingunners and hellknights
Re: [WIP]Colourful Hell 0.66 boss spawns intensify
Posted: Fri Apr 17, 2015 4:00 pm
by Rozy
Quite liking this little mod so far, though while it's a lot of fun I can't help but feel the black colored monsters... Miight be a little TOO damage spongey on average. They're absurdly deadly and can often times take up a large chunk of a maps ammo when they spawn. Maybe a bit too much sometimes. Though other times they feel just right so it could just be a map balance thing.
Other than that, I find this actually works pretty great with WW-doomnukem, even if it has enemy replacements. Works just fine if you load it up before colorful hell. Same for project MSX.
Re: [WIP]Colourful Hell 0.66 boss spawns intensify
Posted: Sat Apr 18, 2015 2:26 pm
by Ribo Zurai
Really fun so far. But I have a request, could you make a hard mode mutator which ALL enemies are colorful, with increased chances for Black and White enemies? Would be fun as hell with additional wads such as Russian Overkill.
Re: [WIP]Colourful Hell 0.66 boss spawns intensify
Posted: Sat Apr 18, 2015 3:30 pm
by Hege Cactus
Quite liking this little mod so far, though while it's a lot of fun I can't help but feel the black colored monsters... Miight be a little TOO damage spongey on average. They're absurdly deadly and can often times take up a large chunk of a maps ammo when they spawn. Maybe a bit too much sometimes. Though other times they feel just right so it could just be a map balance thing.
It is a never ending problem really, in vanilla, they arent really usualy enough, but with weapon mods they usualy work out alright. I've tried to make them generous drops wise but it doesnt always seem to also workout either.
Tho I have plans to make the boss battles bit more generous ammo wise, most of the ones that use minions already give out ammo by killing the said minions, but solo bosses are bit harder to fix in this way, tho I do have some plans for it that I'm currently testing.
Really fun so far. But I have a request, could you make a hard mode mutator which ALL enemies are colorful, with increased chances for Black and White enemies? Would be fun as hell with additional wads such as Russian Overkill.
I have planned to make extra diffuculties once I get all the monsters done;
Spoiler:
-Greedy Green; Green and up only.
-Doom's Blues; Blue and up only.
-Pretty in Purple: Purple and up only.
-Bag of Oranges; Orange and up only.
-Better dead than Red: Red and up only.
Black and white tier difficulties would be pretty much impossible so I'm probably not doing that tho. I would probably probably name em BlackOut, Black & White and WhiteNoise tho.
Tho currently if you want to disable the common enemies, editing the decorate files and removing(or slashing //) the first line from each randomizer actor can do the trick
I could probably try look into making some sort of placeholder difficulty level thing at some point tho, dunno, I havent honestly yet looked into that area of editing.
Re: [WIP]Colourful Hell 0.66 boss spawns intensify
Posted: Sat Apr 18, 2015 3:43 pm
by Triple S
Could be all like, "The power of the beast that spawned is so great that it is warping reality! Your [bullet/shell/rocket/cell] pouch seems to have become temporarily bottomless..."
Re: [WIP]Colourful Hell 0.66 boss spawns intensify
Posted: Sun Apr 19, 2015 1:11 am
by Tapwave
Hege Cactus wrote:
I could probably try look into making some sort of placeholder difficulty level thing at some point tho, dunno, I havent honestly yet looked into that area of editing.
Difficulty definitions are done in MAPINFO and are rather easy to toy with.
Btw, I suggest giving them all the double ammo factor of ITYTD and N! to compensate the ammo issues.
Re: [WIP]Colourful Hell 0.66 boss spawns intensify
Posted: Tue Apr 21, 2015 10:17 am
by Hege Cactus
Triple S wrote:Could be all like, "The power of the beast that spawned is so great that it is warping reality! Your [bullet/shell/rocket/cell] pouch seems to have become temporarily bottomless..."
That would be pretty op specially with weapon mods and I'd rather not go that far.
Difficulty definitions are done in MAPINFO and are rather easy to toy with.
Yeah I started looking it up
So I made a simple mutator thing; http://www.mediafire.com/download/048bg ... utator.wad
Load this thing with colourfulhell and it will add a new difficulty level called mad apple underneath nightmare and fucks up the spawn rates with no commons
In the meantime I'm going to be tweaking some of the earlier creatures and their moves a bit while I try figure some other boss spawns.
Re: [WIP]Colourful Hell 0.60 bees are here
Posted: Tue Apr 21, 2015 10:44 am
by scroton
Hege Cactus wrote:
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.
oh if i only could do that without touching the playerpawn
You can do it. The only limitation is that the normal pain sound may still play.
Re: [WIP]Colourful Hell 0.66 boss spawns intensify
Posted: Fri Apr 24, 2015 4:49 pm
by Rowsol
So I decided to try it out. Map02, Benellus spawned. I figured okay, lets do this shit. Grabbed the SSG and found him. Could barely hit him because of how fast he is. Got off one SSG shot before dying. Used cheats and started to blast him with the rocket launcher. Raised an eyebrow when he had eaten 20 shots and was still alive. Checked the actor out. Saw he had 5000 health. I see that he spawns 1/1090 times. I don't think I could ever kill him even with full health and BFG ammo.
Re: [WIP]Colourful Hell 0.66 boss spawns intensify
Posted: Mon Apr 27, 2015 5:25 am
by TheRailgunner
I've found that this mod is, for all intents and purposes, balanced towards Russian Overkill-grade lunacy...which, surprising, feels almost underwhelming, especially once higher-tier enemies spawn. Still, the concept (and for the most part, barring some aesthetic qualms, its execution) is bloody golden, and I'll be awaiting the next update for sure. Now, if you'll excuse me, I've got DECORATE and sprites to mess with...colorful ones .
Re: [WIP]Colourful Hell 0.66 boss spawns intensify
Posted: Mon May 04, 2015 7:05 am
by Disc Primitive
This, along with Trailblazer or just by itself, is so damn cool. Great work!
By the way, are you going to correct the default enemies' blood as well? So that the caco bleeds blue for example.
Re: [WIP]Colourful Hell 0.66 boss spawns intensify
Posted: Wed May 06, 2015 6:22 pm
by Hege Cactus
So I decided to try it out. Map02, Benellus spawned. I figured okay, lets do this shit. Grabbed the SSG and found him. Could barely hit him because of how fast he is. Got off one SSG shot before dying. Used cheats and started to blast him with the rocket launcher. Raised an eyebrow when he had eaten 20 shots and was still alive. Checked the actor out. Saw he had 5000 health. I see that he spawns 1/1090 times. I don't think I could ever kill him even with full health and BFG ammo.
3 - 6 BFG shots can kill him, implying you hit him that is.
I've found that this mod is, for all intents and purposes, balanced towards Russian Overkill-grade lunacy...which, surprising, feels almost underwhelming, especially once higher-tier enemies spawn. Still, the concept (and for the most part, barring some aesthetic qualms, its execution) is bloody golden, and I'll be awaiting the next update for sure.
It is bit biased towards mods that allow player to grow in power with weaponry or similiar in significant amount
This, along with Trailblazer or just by itself, is so damn cool. Great work!
By the way, are you going to correct the default enemies' blood as well? So that the caco bleeds blue for example.
Thanks
And yes, I quickly I also fixed some of those
0.70 is now up.
I was hoping to finish a few new customized sprited enemies rather than using premade resourced again, but eh, I'll probably leave the black archvile and white zombieman to another release cause they are currently on my main priority to sprite up.
Update log;
Spoiler:
-Make purple cacodemon's charge attack now deals damage. Ram it up at top speed.
-BlackZombie now Ejects a little ammo after it stops firing, its gotta reload too you know.
-Black Revenants mines have all sort of junk inside em, who knew?
-Worker bee's carry stuff around.
-White HK's spectre minions now drop items
-BlackHK ejects some ammo out when doing big moves but do you dare go get it?
-butchers dogs now have ammo drops.
-BlackChaingunner's health bar lowered a bit.
-Orange hell knights charge up for megablast now sparkle from his hands instead of belly.
-Blue baron now only fires three balls. Ball damage tweaked a bit to compensate.
-Purple chaingunners shots are now less noisy and no longer have the distracting trails.
-Black Fatso is now bit more generous and has one of its attacks do more damage.
-Buffed the butcher a bit
-YellowCybie can now fire its skull missiles after its health drops regardless of distance
-YellowDemon now chews the player slightly faster but not. Spectre unchanged.
-Green hellknight now longer does awkard hand momements at the end of toss.
-Green SGuy no longer has empty frame on gib death.
-player9 sometimes now fires actual rockets at long range rather than hitscan spam.
-Added Black Spectre. Hope you enjoy subtility rogues.
-Tweaked spectre spawn rates.
-Green former no longer starts to leak gas until it has seen the player once and tried to attack, to compensate its now slightly more agressive
-Tweaked Imp spawns.
-Added Black Imp. Smoking devil he is.
-Buffed red demon a bit; gave it more health and ramming damage
-Buffed Red lost soul; it can now spit.
-fixed green sgers awkward firing sound
-Black Cacodemon added, gonna zap you up.
-Tweaked Cacodemon spawn rates.
-Corrected few vanilla bloodcolours.
Re: [WIP]Colourful Hell 0.70 zip zap
Posted: Thu May 07, 2015 1:34 am
by Disc Primitive
Super!
Re: [WIP]Colourful Hell 0.70 zip zap
Posted: Fri May 08, 2015 10:32 am
by -Ghost-
Man those bees are insane. Do they have a cap on how many spawn? I had so many I was starting to lag.