now named brown beta
In this beta there are more changes and tweaks to few older enemies and more brown tier foes in this beta you cannot turn off brown tier they are there to be tested afterall!
Brown tier enemies are support/distributive enemies that aim to try help other monsters and sabotage player
current brown tier enemies;
Zombieman, shotgunner, chaingunner, imp and hell knight
Changelog:
Spoiler:
-tweaked gray worm a little
- tweaked bouncing/moving normal enemies to not take falling damage
- Fixed up black hell knights blue plasma bolt's explosion to be more spready with the shrapnel
- Made red revenants seeking missile turn bit slower but increased direct damage drasticly
- Yellow barons big boombas should no longer hurt him
- Black arachnotron EX tweaks; fire speeds mostly tweaked and lowered the amount of rocket spam on the jump move a tiny bit to allow escaping it easier
- Blue mancubi's disc move is now more sensible and threatening
Re: [WIP]Colourful Hell 0.97ccc (+brown Beta )
Posted: Fri Oct 04, 2019 2:19 pm
by MGE
Hi, I'm a total n00b, but could someone point me in the right direction of getting CH to run in Multiplayer either LAN or over Internet? Even a short step by step text guide would help. I would be eternally grateful.
Re: [WIP]Colourful Hell 0.97ccc (+brown Beta )
Posted: Sun Oct 06, 2019 3:38 am
by Nems
Really enjoying the beta so far. <3 Brown tier is a nice touch as well. Their crowd control attacks really force you to be aware of where you are. Otherwise, you'll get pushed back/around.
Re: [WIP]Colourful Hell 0.97ccc (+brown Beta )
Posted: Sun Oct 06, 2019 10:43 am
by bowserknight
I've been inactive with this project for a while now so I might be missing a lot of new stuff, but I've gone back to working on my test map a little, updating a few things and I noticed something about the red Archvile.
I've never really messed around with the EX monsters so I'm not sure about this, but the red Archvile has an EX version, right? Or at least I I think it had one in the past. I ask because I found this weird other red Archvile with 1,480 HP and all it does is breathe fire at you, unless you're far away from it. Is this the "normal" version of it? I never really encountered that one before and thought the one with 3,200 HP was the normal one. I'm just a little confused what's up with that weaker one. Still have yet to try out the brown monsters.
Re: [WIP]Colourful Hell 0.97ccc (+brown Beta )
Posted: Sun Oct 20, 2019 11:19 am
by Hege Cactus
MGE wrote:Hi, I'm a total n00b, but could someone point me in the right direction of getting CH to run in Multiplayer either LAN or over Internet? Even a short step by step text guide would help. I would be eternally grateful.
You should look into some of the guides on gzdoom multiplayer, its a bit of annoying at first but when you get the hang of it, it works alright
I dont know if zandronum has catched up with all the decorate functions yet
Really enjoying the beta so far. <3 Brown tier is a nice touch as well. Their crowd control attacks really force you to be aware of where you are. Otherwise, you'll get pushed back/around.
there will be more of em soon and more tweaks too
I've been inactive with this project for a while now so I might be missing a lot of new stuff, but I've gone back to working on my test map a little, updating a few things and I noticed something about the red Archvile.
I've never really messed around with the EX monsters so I'm not sure about this, but the red Archvile has an EX version, right? Or at least I I think it had one in the past. I ask because I found this weird other red Archvile with 1,480 HP and all it does is breathe fire at you, unless you're far away from it. Is this the "normal" version of it? I never really encountered that one before and thought the one with 3,200 HP was the normal one. I'm just a little confused what's up with that weaker one. Still have yet to try out the brown monsters.
Red monster special has been around before EX, it has an option for itself in the options
Both baron and archvile have boss and non boss versions
They mostly exist for some consistency and flavour
This mostly tweaks and adds more brown tier monsters to play with.
However there are few other tweaks too;
- You can now set yellow/orange revenants style! They can either be the classic which clips through walls, or you can set em to be combat mode which makes em faster, gives em a new attack, ditches the skulls and makes em not clip through walls, do note that the combat version is significantly faster and more aggressive, if you like em both, theres also option for random
-Purple chaingunner now is a bit more louder when firing
Re: [WIP]Colourful Hell 0.97ccc (+brown Beta )
Posted: Sun Oct 20, 2019 12:20 pm
by Rowsol
I thought the noclipping revenants were one of the most unique monsters in this. I did try out the newest beta previous to this and I was confused about the abyss option for markers. I had to read the code to realize it helps to notice incoming shots from abyss enemies.
Re: [WIP]Colourful Hell 0.97ccc (+brown Beta )
Posted: Wed Oct 23, 2019 12:17 am
by Machine-Reaper
say is there a possibility of having an ONLY Black and White variant of Monsters spawning option and no other colour variant?
its like where the spawn chance is the same as before like very very rare for a Black and White version to spawn, but no other colour variant will spawn besides these and monsters will remain vanilla.
like a Black & White only version of Colourful hell (Monochrome Hell)
Re: [WIP]Colourful Hell 0.97ccc (+brown Beta )
Posted: Wed Oct 23, 2019 2:17 am
by fakemai
Isn't there that helper mod that allows you to adjust the spawn rates linked in the first post? If that doesn't work, you can edit the rates by hand. Extract the PK3 then in the decorate directory find any RandomSpawners.
RandomSpawner class describes it, for your purposes you want to set any monsters you don't want from 255 (100% to spawn) to 0 (never spawns) but better yet, consolidate all no-spawns into one, and adjust their weights accordingly so you don't just get vanilla monsters in a map.
GZDoom lets you load directories as though they were WAD/PK3 files.
Re: [WIP]Colourful Hell 0.97ccc (+brown Beta )
Posted: Wed Oct 23, 2019 2:34 am
by Machine-Reaper
fakemai wrote:Isn't there that helper mod that allows you to adjust the spawn rates linked in the first post? If that doesn't work, you can edit the rates by hand. Extract the PK3 then in the decorate directory find any RandomSpawners.
RandomSpawner class describes it, for your purposes you want to set any monsters you don't want from 255 (100% to spawn) to 0 (never spawns) but better yet, consolidate all no-spawns into one, and adjust their weights accordingly so you don't just get vanilla monsters in a map.
GZDoom lets you load directories as though they were WAD/PK3 files.
this works exactly as needed, but in my case what I wanted to do was to have DRLA Monsters with Colouful Hell White & Black variants spawning randomly in rarely.
this will allow other monster addon mods to work with coloful hell allowing people to spawn both Colourful Monsters and Monster Addon monsters.
(The very challenge that Colouful Hell gives with its unique Wildcard boss like monsters is what really excites me the most)
Re: [WIP]Colourful Hell 0.97ccc (+brown Beta )
Posted: Wed Oct 23, 2019 2:47 am
by fakemai
That will be harder. DRLM uses mapinfo.txt to bring in random monster spawners, so your best bet would be to use that as a base, bring in any Colourful Hell monsters you want as well as their sounds and graphics, and make them a type of spawn in the random lists they use. It's the BrĂ¼tal Doom quandary to hope they will work together.