(CH+) Colourful Hell Plus! Pre-release 3.0.1 (YAY!)

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(CH+) Colourful Hell Plus! Pre-release 3.0.1 (YAY!)

Post by Dewzanity »

*DISCLAIMER* This is an add-on to Colourful Hell. In order to get this mod to work, you need the latest release of CH, version 1.01.

In celebration of the completion of CH, I am happy to announce a pretty large add-on I've been making for several months now that polishes up a bunch of stuff, fixes a bunch of balancing issues, and is an overall improved experience. Plus, a new gimmick that mixes up the whole mod...

What if, instead of all vanilla enemies being one different color, what if they could be two different colors???

Yep, it sounds dumb on paper, especially when you consider what this "second color" does. Basically, all CH enemies can be a second color, a sloppy translation slapped on them that will buff their stats. This means that you can run into baddies such as Green Blue Imp, or Purple Yellow Cacodemon. Even worse, there's a very rare chance you could run into something like Black White Chaingunner. This gimmick makes an already tough monster randomizer even tougher, so you'd better grab a good weapons pack! Even so, options to spawn less enemies and turn off bosses are available. It may be a stupid gimmick, but speaking from experience, it's not possible to go back to the original CH.

So what exactly does each "secondary tier" do to the enemies? Here's a list below.

Common #### monsters : The original monster. Just like the one in CH, likely with a few balance tweaks.
Green #### monsters : The monster will have 1.25x health, 1.25x speed, and 1.25x damage. Not a noticable difference from Common. No need to worry.
Blue #### monsters : 1.5x health, 1.5x speed, and 1.5x damage. A recognizable difference from Common, even if it is still slight. You should be fine against these guys.
Purple #### monsters : 1.75x health, 1.75x speed, and 1.75x damage. Now it's getting serious! Start being more cautious around Purple and upwards!
Yellow #### monsters : 2x health, 2x speed, and 2x damage. Again, be very careful, some attacks can be very devastating.
Red #### monsters : 2.5x health, 2.5x speed, and 2.5x damage. Very tough to fight, and one mistake can be catastrophic! If it's a boss with this secondary tier, you'll have to fight for your life!

Black #### monsters : 3x health, 3x speed, and 3x damage. Extremely tough, extremely fast, and little room for error! Don't bother fighting double Black enemies or a Black White enemy unless you're out of your mind.
White #### monsters : 4x health, 4x speed, and 4x damage. If you run into anyone in this secondary tier, then it was nice knowing you. Goodbye.

Abyss #### monsters : 1.5x health, 2x speed. These freaks are fast and they reverse your controls if they hit you. They may occasionally resurrect and grow a corpse around them. Very annoying, and arguable worse than red secondary tier.
Brown #### monsters : 0.75x speed. These bozos love to buff monsters around them, so they are a nightmare in crowds. Luckily, they aren't very strong themselves, and they are slower than usual.
Cyan #### monsters : 0.5x health, 2x speed. These neanderthals are fast, and they will make you slow if they hit you. They are very fragile, just like ice, so they are a good priority.
Fireblu #### monsters : These cretins do not have any stat upgrades, but they do have triple spread. An enemy that fires one projectile will fire two more 15 degrees in both directions. Many Fireblu bosses will spam you with enough projectiles to block out the sun, so take cover.
Gray #### monsters : 2.5x health, 0.5x speed, and 2.5x damage. These clowns are very slow and tanky, but they aren't not dangerous. Getting hit by it's molasses-speed projectiles will be a big mistake, so never let your guard down.

Black EX #### monsters : 7.5x health, 3x speed, and 7.5x damage. That Black Common Imp you fought earlier is back for revenge! He's stronger, and tankier, if that's even possible. For heavens sake, turn this secondary tier off if you want to keep your sanity!
White EX #### monsters : 10x health, 4x speed, and 10x damage. The colors have gone too far. Who in their right mind thought a 40,000 HP Cyberdemon that does 2000 per rocket was a good idea? And that's not even close to the worst thing...

What to expect for the next release:

For the fourth release and beyond, I plan to make some new fan-made Ex Bosses, or even a new optional tier.

Additional Changes:

A lot of other changes have been made in addition to the new gimmick. The most notable being the revision of the Tier Icons (trust me, you will need them for this mod, as many enemies seem identical), the revision of boss messages (the message colors correlate to the secondary tier now), and a new options menu with several useful settings, including the options to bring back the old Black Lost Soul, and the old White Arachnotron from previous CH releases.

Since the third release of the mod, there are support for custom spawn settings for a customized color experience! There are many custom spawn presets to choose from. You can play normally, or you can play with a spawn preset that makes ridiculous spawns more common. There's also a preset that makes the spawns easier for casual play, a preset without any secondary tiers in case you want to experience the original CH monster roster, a preset for Black/White bosses only, challenge presets that spawn only green -> white EX secondary tiers, a preset for vanilla doom, a preset for a CH knockoff, a fireblu based preset, and a true random preset. There's so many possibilities with custom spawns, that I think this is the key to CH's excellence.

List of major additions/changes over time:
Spoiler:
Changelog: (Since March 16, 2024)
Spoiler:
Other Info:

Any GZDoom version 3.5.0 and up should work well. I didn't test on a version lower than 3.5.0, so there may be risks on a version lower than that.

The latest version of CH 1.01 must be first in the load order, and any CHP version must be after. If you're using a sounds pack for CHP R2/R3, that must be loaded after all of that. The sounds pack for CHP R2 may not work properly for CHP R3, and vice versa.

Any feedback, whether positive or negative, would be greatly appreciated. Well, maybe not super negative...

More CHP information may be found at the CHP discord channel at https://discord.com/channels/2735812135 ... 0790790145

Screenshots:
Spoiler:
Credits:
Spoiler:
Downloads:

Here's the download link. Don't say I didn't warn you. If you've never played CH, go play the original first. This mod is for veterans.
Link to CHP V1 (740 KB) : https://www.mediafire.com/file/vmz29pwa ... 1.pk3/file
Link to CHP V2 (12.8 MB) : https://www.mediafire.com/file/bdlftfez ... 2.pk3/file
Link to CHP V3 (30.6 MB) : https://www.mediafire.com/file/olwbyf58 ... 3.pk3/file
Link to CHP V3.0.1 (30.6 MB) : https://www.mediafire.com/file/j7gj07y1 ... 1.pk3/file

Link to CHP Sound Pack (for version 2) (170 MB) : https://www.mediafire.com/file/4oxsja6x ... x.pk3/file
Link to CHP Sound Pack (for version 3.0.1) (202 MB) : https://www.mediafire.com/file/wzuoapmb ... x.pk3/file

Other Downloads: (non CHP)

This forum may also be dedicated to non CHP related add-ons that are still add-ons to CH. The list of those add-ons will be below.
Spoiler:
Last edited by Dewzanity on Sat Apr 20, 2024 9:06 am, edited 14 times in total.
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Re: (CH+) Colourful Hell Plus! Pre-release 1 (In Progess)

Post by AliciaPendragon »

Quite interesting.

I may try this with The False Angel, Legendoom Lite and Champions and see how far I go

Though as a suggestion, maybe make the secondary tiers the optional tiers instead?
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Re: (CH+) Colourful Hell Plus! Pre-release 1 (In Progess)

Post by Dewzanity »

AliciaPendragon wrote: Sat Sep 02, 2023 12:28 pm Quite interesting.

I may try this with The False Angel, Legendoom Lite and Champions and see how far I go

Though as a suggestion, maybe make the secondary tiers the optional tiers instead?
I've considered throwing in a custom spawns feature in the past, but that's a ZScript thing for the far future. Though, a custom spawn preset to disable the secondary-tiers isn't a bad idea for those who feel like playing the classic CH. At the very least, Black and White secondary tiers will probably be optional later.

So this forum thread is also probably going to include any other CH nonsense that I make that isn't in the official mod. It'll all probably make it's way into CHP at some point, so it's relevant. With that said, I've always thought that the White Mastermind didn't live up to the White enemy standard, and seemed more like Red Mastermind in difficulty. So I thought I'd give White Mastermind a complete rework, with new attacks, new quirks, and much more polish to be worthy of White tier. This new version of White Mastermind is around similar difficulty and standard as White Cyberdemon (which is probably the most ambitious enemy in CH). I've made another add-on that replaces White Mastermind with this new White Mastermind by myself. (they're kinda as rare as bananas though, so idk if it means much)

*DISCLAIMER* This will only work for the original CH 1.00, and will not work for CHP.
Link to New White Mind patch is here : https://www.mediafire.com/file/y3n9zj7e ... d.pk3/file

Free video of New White Mind showcase is also here : https://youtu.be/Lg0i4DPYYuk
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Re: (CH+) Colourful Hell Plus! Pre-release 1 (In Progess)

Post by AliciaPendragon »

Dewzanity wrote: Mon Sep 04, 2023 8:35 pm
AliciaPendragon wrote: Sat Sep 02, 2023 12:28 pm Quite interesting.

I may try this with The False Angel, Legendoom Lite and Champions and see how far I go

Though as a suggestion, maybe make the secondary tiers the optional tiers instead?
I've considered throwing in a custom spawns feature in the past, but that's a ZScript thing for the far future. Though, a custom spawn preset to disable the secondary-tiers isn't a bad idea for those who feel like playing the classic CH. At the very least, Black and White secondary tiers will probably be optional later.

So this forum thread is also probably going to include any other CH nonsense that I make that isn't in the official mod. It'll all probably make it's way into CHP at some point, so it's relevant. With that said, I've always thought that the White Mastermind didn't live up to the White enemy standard, and seemed more like Red Mastermind in difficulty. So I thought I'd give White Mastermind a complete rework, with new attacks, new quirks, and much more polish to be worthy of White tier. This new version of White Mastermind is around similar difficulty and standard as White Cyberdemon (which is probably the most ambitious enemy in CH). I've made another add-on that replaces White Mastermind with this new White Mastermind by myself. (they're kinda as rare as bananas though, so idk if it means much)

*DISCLAIMER* This will only work for the original CH 1.00, and will not work for CHP.
Link to New White Mind patch is here : https://www.mediafire.com/file/y3n9zj7e ... d.pk3/file

Free video of New White Mind showcase is also here : https://youtu.be/Lg0i4DPYYuk
Meant more like making the optional tiers the second tier but that works well as well, especially due to how PAINFUL some monster combos can be.

Then again I'm a glutton for suffering so may as well have a White Fireblu tier monster turning my fps into a Touhou game :P

Also I have yet to encounter the new White Spider Mastermind.

I DID Run into the White Cyberdemon once during a Russian Overkill playthrough, least I THINK it was a White Cybie. Looked like a white version of ROMERO 0.66 from Corruption Cards
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Re: (CH+) Colourful Hell Plus! Pre-release 1 (In Progess)

Post by Dewzanity »

AliciaPendragon wrote: Mon Sep 04, 2023 8:48 pm Then again I'm a glutton for suffering so may as well have a White Fireblu tier monster turning my fps into a Touhou game :P
You'll just have to wait to see what the Fireblu secondary tier has to offer then.
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Re: (CH+) Colourful Hell Plus! Pre-release 1 (In Progess)

Post by AliciaPendragon »

Dewzanity wrote: Mon Sep 04, 2023 9:00 pm
AliciaPendragon wrote: Mon Sep 04, 2023 8:48 pm Then again I'm a glutton for suffering so may as well have a White Fireblu tier monster turning my fps into a Touhou game :P
You'll just have to wait to see what the Fireblu secondary tier has to offer then.
cant wait
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Re: (CH+) Colourful Hell Plus! Pre-release 1 (In Progess)

Post by RevanGarcia »

This plus Mikk's Champions would make it a pretty funny experience.
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Re: (CH+) Colourful Hell Plus! Pre-release 1 (In Progess)

Post by Zonky »

I tried this with colorful hell (obviously) but also added Universal Entropy AND Champions, plus legendoom lite because why not. It all surprisingly works and makes for one chaotic ass experience and I can't thank you enough for that.
Looking forward to the extra tiers being added, I don't think my brain would survive but I'm still gonna do it xD
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Re: (CH+) Colourful Hell Plus! Pre-release 1 (In Progess)

Post by Dewzanity »

Hello all!

This is a quick progress announcement to show some of the new features of the 2nd release of CHP. Obviously, you've got the optional secondary tiers in the making, but there's more that I'm excited to share with you all.

#1 - Better sprite translations

So, something you may have noticed is how enemies of the same secondary tier with different primary tiers look basically identical. For example, Green Common Imp, Green Green Imp, and Green Blue Imp all look exactly the same. This basically requires the need for the Colorblind Icons to determine what kind of imp it actually is, and this is the same story for pretty much every monster.

The way it works is that every basic CH enemy has a special translation (a line of code that pallete swaps the enemy). In this add-on, each enemy has another translation on top of the already existing one. The CHP translation ends up overriding the CH translation, and that's why enemies like Green Common Imp and Green Green Imp look identical, because it's the same sprite with the same translation.

This has been fixed. Now, all basic CH enemies have no translation, and instead use new sprites that have been manually pallete swapped. That essentially allows me to combine both the CH translation and the CHP translations (though Colorblind Icons are still recommended). An image below showcasing the new Imps demonstrates this:
Spoiler:

#2 - Even more sprites

Something that came to mind was how the base vanilla sprite gets utilized too often in CH. Most enemies use the base sprite all the way up to Purple Tier, some even to Yellow. In addition to making enemies more distinguishable, now most of the purple enemies, and some yellow enemies have unique sprites. Here are some of the new enemy looks from the image below, as well as a full list of enemies who got new sprite updates:
Spoiler:
As a side note, a lot of other enemies also have minor sprite improvements.


#3 - White Arachnotron

About White Arachnotron. Not too long ago, he got a remake; Hege thought the old version was too messy. This new White Arachnotron has felt far too easy in my opinion, but did offer some new ideas that redeemed it a bit. So I thought since both White Arachnotrons had their flaws, and their strengths that I preferred, why not make a third White Arachnotron that combines what I like about both of them, while still being a challenging boss deserving of White tier. Below is a video of the third White Arachnotron (the Fusion White Arachnotron as I like to call it), as well of a brief description of how it behaves:
Spoiler:
What's next???

To reiterate my goals for release 2 and onward, here's what will happen:

Release 2 will probably be ready in a couple of months, give or take. It will include 7 new optional secondary tiers (the same 7 in CH), as well as improved sprites and lots of balance changes. White Baron and White Mastermind will also make their debut in their 15 ridiculous forms.

Release 3 will involve working with the optional main tier enemies, including EX Bosses. I also want to try and get custom spawn settings working for this release, so anyone can play this mod without worrying about crazy powerful bosses.

After release 3, the mod is basically complete, but that doesn't mean I will stop. Future releases after release 3 may include fan-made EX Bosses, or new main/secondary tiers, or any other feature I decide to implement.

With that said, thank you for your time. This new update should be quite a treat (or a trick).
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Re: (CH+) Colourful Hell Plus! Pre-release 1 (In Progess)

Post by AliciaPendragon »

Tried it out finally with Legendoom(not Champions b/c I didnt want to make it a clusterfuck) and The False Angel and LOVED it

Though what do you reccomend for load order?
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Re: (CH+) Colourful Hell Plus! Pre-release 1 (In Progess)

Post by Dewzanity »

AliciaPendragon wrote: Mon Nov 13, 2023 8:52 pm Tried it out finally with Legendoom(not Champions b/c I didnt want to make it a clusterfuck) and The False Angel and LOVED it

Though what do you reccomend for load order?
I'm not too keen with other gameplay mods on the forum, so I can't recommend much in that regard. However, my other recommendation is to use an HP bar mod if you aren't already. Many bosses just have an insane amount of health here *cough Ultra White Cyber*, so that helps to know the bosses a little better. The hp bar I use is ripped straight out of Complex Doom CF, with some minor modifications.

It'd be nice to make my own HP bar add-on exclusive to this mod, so maybe that'll happen one day.
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Re: (CH+) Colourful Hell Plus! Pre-release 1 (In Progess)

Post by AliciaPendragon »

Dewzanity wrote: Tue Nov 14, 2023 8:55 am
AliciaPendragon wrote: Mon Nov 13, 2023 8:52 pm Tried it out finally with Legendoom(not Champions b/c I didnt want to make it a clusterfuck) and The False Angel and LOVED it

Though what do you reccomend for load order?
I'm not too keen with other gameplay mods on the forum, so I can't recommend much in that regard. However, my other recommendation is to use an HP bar mod if you aren't already. Many bosses just have an insane amount of health here *cough Ultra White Cyber*, so that helps to know the bosses a little better. The hp bar I use is ripped straight out of Complex Doom CF, with some minor modifications.

It'd be nice to make my own HP bar add-on exclusive to this mod, so maybe that'll happen one day.
Personally I feel like running CH with a Gameplay mod is MANDATORY, especially with Secondary tiers now in play. Otherwise its just going to be unfun.
Though should I load CHP before or after CH
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Re: (CH+) Colourful Hell Plus! Pre-release 1 (In Progess)

Post by Dewzanity »

AliciaPendragon wrote: Tue Nov 14, 2023 1:43 pm
Dewzanity wrote: Tue Nov 14, 2023 8:55 am
AliciaPendragon wrote: Mon Nov 13, 2023 8:52 pm Tried it out finally with Legendoom(not Champions b/c I didnt want to make it a clusterfuck) and The False Angel and LOVED it

Though what do you reccomend for load order?
I'm not too keen with other gameplay mods on the forum, so I can't recommend much in that regard. However, my other recommendation is to use an HP bar mod if you aren't already. Many bosses just have an insane amount of health here *cough Ultra White Cyber*, so that helps to know the bosses a little better. The hp bar I use is ripped straight out of Complex Doom CF, with some minor modifications.

It'd be nice to make my own HP bar add-on exclusive to this mod, so maybe that'll happen one day.
Personally I feel like running CH with a Gameplay mod is MANDATORY, especially with Secondary tiers now in play. Otherwise its just going to be unfun.
Though should I load CHP before or after CH
CHP must be loaded after, as it builds off of resources used in CH.

I believe that even if you were to play with vanilla weapons, there are still CHP settings that allow you to increase weapon damage output, and decrease player damage (or vice versa), so you could just pistol a Black Imp or something. Without those settings, even the strongest gameplay mods wouldn't be enough to balance it out.
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Re: (CH+) Colourful Hell Plus! Pre-release 1 (In Progess)

Post by AliciaPendragon »

Dewzanity wrote: Tue Nov 14, 2023 8:48 pm
AliciaPendragon wrote: Tue Nov 14, 2023 1:43 pm
Dewzanity wrote: Tue Nov 14, 2023 8:55 am

I'm not too keen with other gameplay mods on the forum, so I can't recommend much in that regard. However, my other recommendation is to use an HP bar mod if you aren't already. Many bosses just have an insane amount of health here *cough Ultra White Cyber*, so that helps to know the bosses a little better. The hp bar I use is ripped straight out of Complex Doom CF, with some minor modifications.

It'd be nice to make my own HP bar add-on exclusive to this mod, so maybe that'll happen one day.
Personally I feel like running CH with a Gameplay mod is MANDATORY, especially with Secondary tiers now in play. Otherwise its just going to be unfun.
Though should I load CHP before or after CH
CHP must be loaded after, as it builds off of resources used in CH.

I believe that even if you were to play with vanilla weapons, there are still CHP settings that allow you to increase weapon damage output, and decrease player damage (or vice versa), so you could just pistol a Black Imp or something. Without those settings, even the strongest gameplay mods wouldn't be enough to balance it out.
Thank you. Also reporting a bug that the warning quotes that play whenever certain red or orange tier enemies, as well as black and white tier enemies, does not play at all. As in they do not show up on screen.
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Re: (CH+) Colourful Hell Plus! Pre-release 1 (In Progess)

Post by Dewzanity »

Thank you. Also reporting a bug that the warning quotes that play whenever certain red or orange tier enemies, as well as black and white tier enemies, does not play at all. As in they do not show up on screen.
Well that sure is strange. It should be no different from how CH does it. If it's an EX boss that spawns, then the message isn't going to work, but regular bosses should be fine. I'm gonna need some more info, but the most likely case is faulty ACS compilation. If the console says something like P_StartScript: Unknown script "blahblahblah", then that's due to uncompiled ACS script.

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