COLOURFUL HELL - Rainbow Tier Addon v0.2

Projects that alter game functions but do not include new maps belong here.
Forum rules
The Projects forums are only for projects. If you are asking questions about a project, either find that project's thread, or start a thread in the General section instead.

Got a cool project idea but nothing else? Put it in the project ideas thread instead!

Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.

Please read the full rules for more details.
Post Reply
User avatar
Everlasting Maya
Posts: 103
Joined: Sat Jun 01, 2019 1:00 pm
Preferred Pronouns: She/Her
Operating System Version (Optional): Windows 11
Location: Right by your side in case you need a hug.

COLOURFUL HELL - Rainbow Tier Addon v0.2

Post by Everlasting Maya »



Why hello there! This is an addon for Colourful Hell that adds a new rainbow tier to the mod. What a shocker for a custom tier, but what is it exactly?

Rainbow Tier : Kind of like cyan tier in a way, strong attacks, but quick to kill, except it's like if that tier had gone too far. The new rainbow tier has a lack of hit points, most upper tier monsters having less health than their original counterparts, but they have a set of 3 equal attacks that may even compete with the strength of white tier. When they perish, don't put your weapon down just yet! Their rainbow energy fades from their bodies, as several lower tier counterparts may be summoned, anywhere from green to red. Upon death, they will also drop exclusive health pickups that can bring your health above 200, up to 999, so don't run away if you think you can take em. Thankfully these boys are very rare. Even rarer than red, but more common than black and white. If you have your settings on more rainbow spawns though, they'll show up about as often as red.

So far, only 7 out of 17 monsters are ready to ruin your day.
Spoiler:
Heres a video to show you the demonstration of a rainbow zombie I guess. https://youtu.be/Em1bUxksQ9w

This addon works with any recent version of CH, just make sure it's after CH in the GZDoom load order. It even supports custom settings to turn off rainbow enemies, or make them spawn more or less, and even features it's own color blind icons.

*by the way Hege, if you're reading if want to check out how I did the color blind icon system, I did it in a way where it's more friendly to scan through the monster codes*

I should also point out that the rainbow enemies look like their black counterparts with flashing rainbow lights.

I should also also point out that a lot of the rainbow enemies seem to be very similar to one another at the moment. Yeah, I should probably fix that.

Ok, here's the link. Go wild, and hope these rainbows don't rain on your bows. https://www.mediafire.com/file/g4p8dur2 ... s.pk3/file
bowserknight
Posts: 95
Joined: Wed May 26, 2010 11:10 am

Re: COLOURFUL HELL - Rainbow Tier Addon v0.2

Post by bowserknight »

I finally decided to try out your addon, but it doesn't work for some reason. Everytime I try to load it, I get this error message in the picture below. Am I maybe using the wrong version of Colourful Hell or something? Mine is version 98c.

bowserknight
Posts: 95
Joined: Wed May 26, 2010 11:10 am

Re: COLOURFUL HELL - Rainbow Tier Addon v0.2

Post by bowserknight »

Alright I've tried all the available monsters so far, this is my honest opinion / experience on each:
(just first impressions, haven't tested them too much yet)

-Zombie: Very fair and easy, I actually find it a little too rewarding to kill. Sometimes it gives you 6 rainbow orbs which is too much for how easy it is compared to the others,
-Shotgunner: Also pretty easy, the animation of the Shotgunner when throwing the bouncy Shotgun at you looks funny, kinda cartoonish. Damage output on the shells and bouncing
Shotgun is a little much, but can easily avoided so I think it's fine
-Chaingunner: Pretty overwhelming. In big rooms it's very easy to just lose track due to the flames everywhere and him jumping around like crazy. When you manage to kill him, it's
more like luck than skill or anything. I think he shouldn't be able to throw so many bombs at once. The snipe attack is cool, but many other monsters already use this
target marker, it might not be easy to tell that the rainbow Chaingunner is targetting you. Know what I mean? Maybe people think it's a weaker attack and just think
"I should be able to tank this damage" but then they get oneshot. Also the shot itself has no sound or animation, other than the target sound.
-Imp: Attacks are mostly easy to avoid and don't do too much damage, other than this big spreadshot of fireballs. This one is alright.
-Lost Soul: I actually like this one a lot. As long as you keep some range, it's not very deadly.
-Demon: Kinda the same problem as the Chaingunner, it feels very oppressive. Hammers are tough to avoid, the Hellhounds leave too many flames on the floor, and the teleport
ability or whatever it is, gives you no time to react. Like the Chaingunner, all the flames and the high mobility make it very easy to lose track, especially in big rooms.
-Spectre: Like the Demon, but about twice as annoying and unfair. Even without all of its projectiles it spams around, it's impossible to keep track of and is insanely hard to see or
hit. It teleports all over the place and just keeps backstabbing you without any counterplay. This might be my least favourite so far, sorry.
-Revenant: I like this one quite a bit. I expected the Revenant to be really annoying but it's actually not too bad. Attacks are strong but not too hard to avoid, and they look cool. I
also like his permanent barrier around him.
-Cacodemon: I know this one's in a very early stage. It just... kinda dies when you summon it. And for some reason, you can also shoot at its corpse so it dies twice in a row.

So all in all, I find the monsters very interesting but some of them also very unfair. I personally think the Chaingunner, Pinky and Spectre are not fun to fight against. They just leave
too much stuff like flames or projectiles everywhere and are almost impossible to hit, to see and to avoid. Now I've only tested them out in 1v1 fights, I wonder how they would work in real maps, with other monsters around. It seems like they would just infight with other monsters easily so they're not focused on you that much, but I'll have to see what that's like.
I'm very interested to see the rest!
User avatar
Everlasting Maya
Posts: 103
Joined: Sat Jun 01, 2019 1:00 pm
Preferred Pronouns: She/Her
Operating System Version (Optional): Windows 11
Location: Right by your side in case you need a hug.

Re: COLOURFUL HELL - Rainbow Tier Addon v0.2

Post by Everlasting Maya »

You do have quite a point with how the combat can be unfair, now that I'm seeing it from a different perspective. Maybe I was trying too hard to be evil or something, but I should certainly aim to make the monsters more fair (and just better) than they are now. I'll probably go back to making progress here one day, but I get burnt out making so many monsters.

Most of what's up with Rainbow Caco is just that since I haven't made any of his actual attacks yet, he goes to his death state when trying to go to the attack state, because there's nothing in the attack state so he goes straight to death, even though he's still alive, it's just the animation he plays. It's unusual for me to start a monster and then not finish it, but I was having a lot of trouble with coming up with 3 different attacks that I'd find interesting.
bowserknight
Posts: 95
Joined: Wed May 26, 2010 11:10 am

Re: COLOURFUL HELL - Rainbow Tier Addon v0.2

Post by bowserknight »

Yeah I'm sorry to say, but some of the monsters really didn't look like much fun to fight. But I have yet to try them out in real maps where they can maybe infight with other monsters. I also understand they're just kind of early versions. Just, I was wondering: if the Chaingunner or the Pinky / Spectre are already so insane, how crazy will the stronger monsters be?
The biggest issue I have is the combination of teleports / jumps combined with filling the room with stuff that's hard to avoid. It just feels very overwhelming, even tho that's kinda the point of these monsters. So it's hard for me to tell what is too much and what isn't.

But I fully understand being burnt out, I'm dealing with the same stuff right now. I'm almost finished with my map but progress has gotten very slow. A lot of playtesting etc., doing the same things over and over can become tiring.
Post Reply

Return to “Gameplay Mods”