Re: [WIP]Colourful Hell 0.97ccc fiiix

Playing monochrome blue on "hurt me plenty", zero drops, and balanced custom maps like 'Whispers of Satan' is extremely good gameplay. It is harder to dodge their attacks and their hp can make ammo scarce (without drops activated), thus the 3rd difficulty fits in very well. The enemies fit in surprisingly well regardless of map as they act similarly as their original counterparts (but with added difficulty). They are almost never unbalanced, which is impressive! Many of the blue counterparts also make relatively boring creatures like imps, caco or baron much more enjoyable.
A few minor exceptions:
-lost souls' high hp is really noticeable (combined with mobility) and can make certain sections harder than intended, especially when narrow bridges, wide-open areas, or pain elementals are involved. I recommend bringing down their hp to 100-120
-chaingunner's long range attack seems 100% accurate and can be unfair when playing with vanilla weapons. I recommend adding a narrow cone of fire to lower accuracy at very long ranges.
-baron of hell's bouncing balls can sometimes overcomplicate a few battles depending on map layout. I think decreasing damage of balls based on how many bounces/time is recommended, even if it means increasing their initial damage to compensate.
A few minor exceptions:
-lost souls' high hp is really noticeable (combined with mobility) and can make certain sections harder than intended, especially when narrow bridges, wide-open areas, or pain elementals are involved. I recommend bringing down their hp to 100-120
-chaingunner's long range attack seems 100% accurate and can be unfair when playing with vanilla weapons. I recommend adding a narrow cone of fire to lower accuracy at very long ranges.
-baron of hell's bouncing balls can sometimes overcomplicate a few battles depending on map layout. I think decreasing damage of balls based on how many bounces/time is recommended, even if it means increasing their initial damage to compensate.