Colourful Hell 1.02 now with zandro friendly version included

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What do with black shotgun spawn?

Poll ended at Fri Feb 19, 2016 7:24 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

Churrupez
Posts: 27
Joined: Sat Mar 25, 2017 9:41 am

Re: [WIP]Colourful Hell 0.929 grayline

Post by Churrupez »

It's very easy for the Black Spectre to get stuck in walls, it seems: if you're in a corner of a map when he teleports, he usually gets stuck and sometimes, he can't even get out by teleporting again. It is possible to fix that?
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Hege Cactus
 
 
Posts: 372
Joined: Wed Feb 19, 2014 3:23 am

Re: [WIP]Colourful Hell 0.929 grayline

Post by Hege Cactus »

It's very easy for the Black Spectre to get stuck in walls, it seems: if you're in a corner of a map when he teleports, he usually gets stuck and sometimes, he can't even get out by teleporting again. It is possible to fix that?
Unfortunantly, no, or maybe, but it'd be really hard, havent really found a workaround for it.
Good thing he can teleport rapidly and thus get unstuck that way

So time for an update!

Version 0.930

Due of popular demand, zdoom 2.8.1 friendly version:
Download(Warning: Might not be as stable as normal version)


Whats new?

White pain elemental joins the fray
His presence will be easy to spot when you see some.. growth.

Big bunch of new gray and some fireblus have also jumped in the boat for those who like to add the extra spice

Many balance changes, fixes, tweaks, etc.

Full Changelog:
Spoiler:
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Ryuhi
Posts: 369
Joined: Tue Feb 21, 2017 11:00 pm

Re: [WIP]Colourful Hell 0.930 Painful

Post by Ryuhi »

as much as i love putting CH in my rotation, have you considered making a hitscan-replaced-by-fast projectile cvar?

i just really hate hitscans. :(

if not, ill keep supporting it regardless my dude :D
shinmg92
Posts: 2
Joined: Sun Mar 25, 2018 3:34 am

Re: [WIP]Colourful Hell 0.930 Painful

Post by shinmg92 »

thx for this great, really funny mod.
I'm looking forward to more white monsters to come!
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Machine-Reaper
Posts: 415
Joined: Fri Aug 09, 2013 1:43 am

Re: [WIP]Colourful Hell 0.930 Painful

Post by Machine-Reaper »

by adding more drops to bosses for mod compat mean by DRLA unique weapon/armour dropping more frequently now from bosses? (just an example incase)
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4thcharacter
Posts: 1183
Joined: Tue Jun 02, 2015 7:54 am

Re: [WIP]Colourful Hell 0.930 Painful

Post by 4thcharacter »

Machine-Reaper wrote:by adding more drops to bosses for mod compat mean by DRLA unique weapon/armour dropping more frequently now from bosses? (just an example incase)
That seems like that's the case. Each of them can now drop a unique, demonic and legendary. As for La Tailor Girl, some rare armor.
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Machine-Reaper
Posts: 415
Joined: Fri Aug 09, 2013 1:43 am

Re: [WIP]Colourful Hell 0.930 Painful

Post by Machine-Reaper »

4thcharacter wrote: That seems like that's the case. Each of them can now drop a unique, demonic and legendary. As for La Tailor Girl, some rare armor.
I just got Judge of the Dead from God of Shotgun on map 2 of doom 2, almost missed it cause it didn't make a sound when it dropped and all the other shotguns along...wow....my first legendary
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Midnight_King
Posts: 39
Joined: Fri Mar 16, 2018 2:56 am

Re: [WIP]Colourful Hell 0.930 Painful

Post by Midnight_King »

Using either of the Eriguns mods with Colorful Hell causes the fattys to freeze upon death. No death animation.

EDIT: Actually, after testing for a while, it was scythe.wad. It uses custom fattys
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Brohnesorge
Posts: 495
Joined: Sat Oct 08, 2016 9:10 am
Preferred Pronouns: He/Him
Operating System Version (Optional): Win10
Graphics Processor: nVidia with Vulkan support

Re: [WIP]Colourful Hell 0.930 Painful

Post by Brohnesorge »



Latest version of CH on the latest stable of GZDoom 3.3.

E: He does stop when hit.
adamdamico
Posts: 2
Joined: Wed Apr 04, 2018 3:16 pm

Re: [WIP]Colourful Hell 0.930 Painful

Post by adamdamico »

how do i summon a white pain elemental?

I cant find one randomly
bowserknight
Posts: 95
Joined: Wed May 26, 2010 11:10 am

Re: [WIP]Colourful Hell 0.930 Painful

Post by bowserknight »

adamdamico wrote:how do i summon a white pain elemental?

I cant find one randomly
either open the console and type in "summon whitePE" or you could also do it with the map that I made:

http://www.mediafire.com/folder/epe6ycn ... azh/shared

There's a section called "Test" where you can summon any colored monster you want.
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Hege Cactus
 
 
Posts: 372
Joined: Wed Feb 19, 2014 3:23 am

Re: [WIP]Colourful Hell 0.930 Painful

Post by Hege Cactus »

as much as i love putting CH in my rotation, have you considered making a hitscan-replaced-by-fast projectile cvar?

i just really hate hitscans. :(

if not, ill keep supporting it regardless my dude :D
I've actually have considered this but the amount of hitscanners is pretty high, would require a lot of work going through em
also Benellus would become a lot easier
thx for this great, really funny mod.
I'm looking forward to more white monsters to come!
oh there's still room there alright
Latest version of CH on the latest stable of GZDoom 3.3.

E: He does stop when hit.
ACK. Not again
Fixing

So in other news, a little preview on things to come;
Spoiler:
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dljosef
Posts: 765
Joined: Fri Aug 12, 2005 2:59 pm
Location: Deep underground

Re: [WIP]Colourful Hell 0.930 Painful

Post by dljosef »

Oh, I'll look forward to Player 9 being one of those enemies getting the EX thing going. (Even though he's one of the harder black-tier enemies already)
bowserknight
Posts: 95
Joined: Wed May 26, 2010 11:10 am

Re: [WIP]Colourful Hell 0.930 Painful

Post by bowserknight »

Really like the changes but with the abyssal monsters I'll need to change my map yet again lol, haven't worked on it for a bit.
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Hege Cactus
 
 
Posts: 372
Joined: Wed Feb 19, 2014 3:23 am

Re: [WIP]Colourful Hell 0.930 Painful

Post by Hege Cactus »

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

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