Hege Cactus wrote:(The entire first post of the thread was quoted here for no good reason. Trimmed it for sake of brevity. -ww)
Colorful Nazi Suggestion
1)Is it ok to use CH with Champions or Legendoomlite ? It works fine as far as I can see , except Champions have special colors like healers being red , toxic monster being green etc... Legendoomlite doesn't seem to have any obvious clashing elements atm , is it recommended to combine those , or is CH best experienced as it is ?
2)Would it be possible to use Nashgore alongside CH ? It seems that there is a textfile that disables gore effects coming from other wads , and allows Nashgore to override them
2.) When the black Cyberdemon spawns, it says "Congratsulations", with an extra "s". Is that a typo, or a reference to those typos from the old NES games etc?
When I'm playing this mod, I get an error that says "out of bounds access to local variables in ACS VM" in GZDoom
This seems to happen when I encounter large groups of demons
the only other mod I'm using for my playthrough of this mod is spawn: path to damnation but I couldn't imagine that would affect colorful hell
A little feedback to the dev if they're still around
- Formers should get better color sprites. Especially green, blue, purple - they're all incredibly ugly. Their skin tone shouldn't be colored, only their armor parts should.
- Brown zombieman sprite looks ridiculous. It looks like a midget straight out of wolfenstein 3d, and it doesn't even look possessed. You're better off using one of the numerous undead marines out there.
- Could it be possible to make it so you can never roll the same black or white monster more than once per session? It gets tiresome to always roll the Butcher and never get to see anything else.
- Red Shotgun Guy shouldn't have a long range projectile. His fearsome close quarter power is completely justified for him to suck at long range. Also please make him drop the SSG on death.
- Some sprites are obscenely out of place and ugly. I feel brown caco would be alot more enjoyable if they were just a normal caco with a different palette, for instance.
- Brown Imp's skull shield ability causes instant player death if the imp is on a different ground height with the player and fall damage is enabled. I trust this is unintended. It's also difficult to read what that shield ability is even supposed to do.
- Green Demon should always blow up on death except from melee damage.
- Tiers for barrels with various degrees of explosive power would be fun. Perhaps even tiers for the icon of sin?
- Please consider having health bars for black/white monsters. It's extremely tedious trying to guess wheter you are hurting it properly or not, and wheter you even have enough ammo to take it on in the first place.
- Bosses with auto-hit abilities like the red mastermind are anything but fun. Please avoid such attacks where the player feels like they literally can't do anything about getting hurt.
- This isn't really a problem but the sheer ugliness of fireblu, cyan, etc. sprites is the only thing keeping me from enabling these tiers. The worms and insects and all that stuff is just completely off putting and doesn't feel one bit part of doom.
Spoiler:
1) In most maps, I always seem to be missing a few monsters, but I can never see any on the map. Makes 100% kills impossible to get, even tho I know that's not really that important.
Dewzanity wrote:1) In most maps, I always seem to be missing a few monsters, but I can never see any on the map. Makes 100% kills impossible to get, even tho I know that's not really that important.
There's numerous bugs in the mod that occur whenever monsters, or actors that count as kills disappear, and don't raise the kill count when they do. For instance, I've noticed with this recent update that brown lost soul, and brown arch's orbs, both count as kills, and can disappear, without raising the kill count, making 100% kills impossible. Solution is to either make lackey actors not count for kills, or to call A_Die before the actor disappears.
Do the minions of the black Shotgunner count as kills? They do disappear sometimes I noticed. And the white Caco can create red portals which summon red monsters but those don't disappear, so I have no idea where 29 missing monsters were coming from.
Actor BloodRainerCaco
{
Game Doom
Radius 16
Height 20
health 9999
Speed 1
species "caco"
Monster
+NOGRAVITY
+noclip
states
{
spawn:
TNT1 A 0
Fly:
TNT1 A 0
CDWO J 3 ThrustThingz(0,10,0,0)
TNT1 A 0
Death:
TNT1 A 0
CDWO IJ 8
TNT1 A 1 A_Custommissile("EyeRocketCaco",12,0,random(-3,3))
TNT1 A 5
stop
}}
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