Hi Cactus,
I ran across a strange bug with brown archvile. I went to melee it and I got a speed boost that seemed to double my speed. I suppose it cast it on monsters, but somehow it went to the player instead.
Colourful Hell 1.03 now with zandro friendly version included
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Projects for any Doom-based engine (especially 3DGE) are perfectly acceptable here too.
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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.
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Re: Colourful Hell 1.01 now with zandro friendly version included
Was that archvile performing an attack on a monster at that moment? Archviles immediately switch target if damaged during the attack, this behavior can be a consequence.
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Re: Colourful Hell 1.01 now with zandro friendly version included
lot of the bosses have ammo drops from their moves, if they are too much you can disable them from the menuDoomzilla wrote: ↑Wed Aug 14, 2024 12:52 pm Can you add an option to make colourful enemies health be the same as vanilla ones, or at least make it adjustable?
Having a shitton of variants with different abilities is cool and all, but when a white variant spawns in a tight space and there's not enough ammo on the entire level to take him out... That's some "Complex Doom" level of bull.
they wouldnt be bosses with just 200 hp would they?
Havent been able to get this bug replicated, odd one.Hi Cactus,
I ran across a strange bug with brown archvile. I went to melee it and I got a speed boost that seemed to double my speed. I suppose it cast it on monsters, but somehow it went to the player instead.
Regardless; version 1.02
download
Shit ton of tweaks and fixes
Spoiler:
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Re: Colourful Hell 1.02 now with zandro friendly version included
Those are very nice changes
I just took a look at the new moves, great stuff. However, fireblu PE's still bugged 
P.S.: I think the fireblu flames enemies have (fireblu zombie, shotgunner, caco etc) are invisible with the ultimate doom iWAD in this update, at least they are for me now. With the doom II, plutonia and tnt iWADs it's working fine tho.
WTF thank good I didn't get to see that-Black spectre and white chaingunner can no longer be resurrected
P.S.: I think the fireblu flames enemies have (fireblu zombie, shotgunner, caco etc) are invisible with the ultimate doom iWAD in this update, at least they are for me now. With the doom II, plutonia and tnt iWADs it's working fine tho.
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Re: Colourful Hell 1.02 now with zandro friendly version included
That was a bit of a oversight the last version somehow removed the sprite fix for doom1 folderLoki Shade wrote: ↑Tue Oct 22, 2024 12:39 pm Those are very nice changesI just took a look at the new moves, great stuff. However, fireblu PE's still bugged
WTF thank good I didn't get to see that-Black spectre and white chaingunner can no longer be resurrected
P.S.: I think the fireblu flames enemies have (fireblu zombie, shotgunner, caco etc) are invisible with the ultimate doom iWAD in this update, at least they are for me now. With the doom II, plutonia and tnt iWADs it's working fine tho.
I've reuploaded the mod and included the folder, nothing else has changed
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Re: Colourful Hell 1.02 now with zandro friendly version included
Heyo Cactuar,
What do you think about making yellow and orange two separate tiers? I think that would be pretty cool, and succinct too. And it is also an excuse for me to hope you to make more monsters
What do you think about making yellow and orange two separate tiers? I think that would be pretty cool, and succinct too. And it is also an excuse for me to hope you to make more monsters

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Re: Colourful Hell 1.02 now with zandro friendly version included
probably not, they kinda got clued togetherLoki Shade wrote: ↑Tue Mar 11, 2025 12:28 pm Heyo Cactuar,
What do you think about making yellow and orange two separate tiers? I think that would be pretty cool, and succinct too. And it is also an excuse for me to hope you to make more monsters![]()
Anyway, 1.03
download
changes;
- Green fatso main shots deal more direct damage and move slightly faster
- Some spawn chance tweaks and other spawn tweaks to optional tier monsters
- Gray demon can attach slightly faster
- Gray chaingunner remade a little
- Purple Archvile buffed a little
- Yellow Archvile buffed a little
- Fireblu pain elemental now blows up more within the walls
- Abyss Caco has a new sprite
- nerfed benellus ex focused hitscan attack
Also I would like to promote Dewzan's add on for CH:
viewtopic.php?p=1258660#p1258660
I will eventually be adding the explosive tier from it to the main CH mod with their permission ofcourse
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Re: Colourful Hell 1.03 now with zandro friendly version included
It's always a good day when a new CH update drops!
And also, I will be renaming Dewzan's CH add-on to Maya's CH add-on once I find an excuse to make a new update.
And also, I will be renaming Dewzan's CH add-on to Maya's CH add-on once I find an excuse to make a new update.
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Re: Colourful Hell 1.03 now with zandro friendly version included
Out of curiosity, is a compatibility patch available for the mod that allows it to work with Quake Champions: Doom Edition V3.0? The mod has its own set of pickups (Champion ability items, weapon upgrades, etc.) that aren't dropped by CH's monsters when the two are loaded. Additionally, QCDE allows the lootboxes (typically rewarded between Survival rounds & when maxing WAD maps) to be spawned as pickups, which could be decent as higher-tier monster drops if such a patch were made.