[WIP]Colourful Hell 0.931 Abyssal

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What do with black shotgun spawn?

Poll ended at Fri Feb 19, 2016 8:24 am

keep as they are
0
No votes
modify a little for ranged options
0
No votes
Remake the crew for better variance
2
29%
Remake with focus on the leader as the boss
5
71%
Rehaul and scrap the concept, make something else shotgunny instead
0
No votes
 
Total votes : 7

Re: [WIP]Colourful Hell 0.930 Painful

Postby 0mrcynic0 » Sat May 12, 2018 2:17 am

Hege Cactus wrote:Alrighty time to release 0.931

Download

Whats new;

New optional tier; Abyssal
Abyssal enemies are extra hard and more common mooks that are for the added challenge
Currently abyssal tier is about half finished but what it offers now should be more than enough to make some hair pulling

New white variant; White Mancubus
Don't take this one on at extreme ranges

Filling up the fireblu and gray with ;
Gray Cybie
fireblu arachnotron

other small changes;
-Green baron should now stop with the puking if its target is dead
-nerfed some cybie variant healths



I'll make a 2.8.1 friendly version later on
The EX enemies didnt make it for this release, I only got one properly done and I didnt think that would justice for adding the option yet

Well have fun


This enemy mod keeps getting better each time.
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Re: [WIP]Colourful Hell 0.931 Abyssal

Postby FaggoStorm » Sat May 12, 2018 6:46 am

I am enjoying the new abyss type enemies (even an abyss imp can one-shot you, makes the game even more thrilling and harder) however I keep getting a weird error: "out of stack space in script "BaronMissile"". It keeps happening a minute or two after I start a level, and it makes the game literally unplayable as the game is put to a sudden stop (in case this helps: I am playing with Final Doomer and on the Combat Shock 2 set of maps). :/
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Re: [WIP]Colourful Hell 0.931 Abyssal

Postby bowserknight » Wed May 16, 2018 10:32 am

just tried out some abyssals, is it intentional that the abyssal Spectre and Pinky is the same monster? when I summon an abyssal Spectre, I just get "abyssdemon2" even tho it's invisible and would make more sense as "abyssspectre2". Just asking.
Also, the abyss Zombie feels much easier than the red one, at least for me.
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Re: [WIP]Colourful Hell 0.931 Abyssal

Postby ErrantMasa » Wed May 16, 2018 5:13 pm

bowserknight wrote:Also, the abyss Zombie feels much easier than the red one, at least for me.


try having abyssals spawning early in the first map; nearly as annoying as black/white first spawns :twisted:

for yholl: are abyssals supposed to be ice-elemental (player death suggests this), fungoid (spores/ infection mechanic), or some unholy union of both? :?:
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Re: [WIP]Colourful Hell 0.931 Abyssal

Postby bowserknight » Thu May 17, 2018 11:01 am

ErrantMasa wrote:
bowserknight wrote:Also, the abyss Zombie feels much easier than the red one, at least for me.


try having abyssals spawning early in the first map; nearly as annoying as black/white first spawns :twisted:

for yholl: are abyssals supposed to be ice-elemental (player death suggests this), fungoid (spores/ infection mechanic), or some unholy union of both? :?:


I was just talking about the regular Zombie, the red Zombie has this really strong, almost unavoidable attack while the abyss one shoots these tiny things. They're strong but also kinda easy to avoid.
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Re: [WIP]Colourful Hell 0.931 Abyssal

Postby ErrantMasa » Thu May 17, 2018 12:53 pm

bowserknight wrote: the red Zombie has this really strong, almost unavoidable attack while the abyss one shoots these tiny things.


my experience is reversed; I can dodge the red's Unmaker bolts more easily than I can the abyssal's shots.

also, the abyssal shotgunner is an absolute terror without a long-range weapon (in DooM RLA, a sniper rifle is perfect for this) :evil:
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Re: [WIP]Colourful Hell 0.931 Abyssal

Postby zm5 » Fri May 18, 2018 9:43 am

I only made an account to say - thanks a lot for making this mod! It's by far one of my favourite Doom mods.

The Abyss creatures really do make the game a lot more difficult - I don't know if its intentional, but I like how they have this sort of cheesy creepypasta vibe to them, given that most are discoloured with black blood and eyes, and have strange slime attacks. Can't wait for the next set of them!
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Re: [WIP]Colourful Hell 0.931 Abyssal

Postby Rowsol » Mon May 21, 2018 12:06 pm

Some bugs:
• The abyss chaingunner doesn't have a firing sound.
• Many of the enemies are missing custom blood colors, blue zombieman being one.
• There's a lot of errors in the startup log that need fixing, and I'm not referring to the misc items from DRLA.
• There are numerous instances of DropItem that have a quantity such as "DropItem "BackPack", 128, 2". The quantity only works with ammo. https://zdoom.org/wiki/Actor_properties#DropItem . "DropItem "CellPack", 255, 3" is a cellpack that only gives 3 ammo. Your drops need some serious work.
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Re: [WIP]Colourful Hell 0.931 Abyssal

Postby Machine-Reaper » Mon May 21, 2018 1:18 pm

The Red Zombieman has a very HIGH chance of dropping the Unmaker from DRLA on "Classic" drops settings.
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Re: [WIP]Colourful Hell 0.931 Abyssal

Postby 4thcharacter » Mon May 21, 2018 1:27 pm

Nah, you just got lucky. It has a 1 (or two?) in 256 chances of dropping it.
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Re: [WIP]Colourful Hell 0.931 Abyssal

Postby Machine-Reaper » Mon May 21, 2018 1:30 pm

over 3 times???!!!

in my entire 2 year run of DRLA I only had about 3 times of Demon weapons spawns (demon weapons don't come out of crates)

with colourful I found the unmaker to be an I win button for the amount of time it has dropped.
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