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.
*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 1.02.
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 health, 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. Explosive #### monsters : 2x damage. These goobers are "fast monsters", and they have a 3/8 chance to charge at you like a suicide bomber. The more HP they have, the more damage they will deal, and the more explosion radius there is, both calculated by sqrt(max health) * 10. They will always ambush you whenever they get the chance, so try not to be out in the open with one of them zooming towards you, or you'll regret it big time. 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 fifth release and beyond, I plan to make even more fan-made Ex Bosses, or even another 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, the old White Arachnotron, and the CH 1.02 White Mastermind 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:
Many many many many many many many many many many many many many many many many many many enemy changes.
Many purple enemies + yellow archvile have new sprites.
Improved multi-tier enemy translations.
A third White Arachnotron, the fusion version.
Addition of White Baron and White Mastermind.
A new sounds pack with over 15,000 sounds.
Option for White Zombie's skeletons.
Option for lackey enemies. (like Red Hell Knight's blue imps, or Yellow Revenants lost souls)
Boss frequency setting. (Now custom spawn presets)
INSANITY MODE! (Now a custom spawn preset)
Custom spawns and Custom spawn presets.
Advanced spawn control settings.
Options for resurrection of bosses, archviles, cyberdemons, spider masterminds, and enemies with >2000 hp.
A psuedo manual progression system.
Explosive tier and Explosive secondary tier
10 new fan-made EX bosses.
Changelog: (Since March 16, 2024)
Spoiler:
--- 03 -- 16 -- 2024 ---
--- Brown enemies no longer resurrect, now they give various buffs (I have PTSD from playtesting slaughtermaps)
--- White Archvile now REALLY gets rid of eyes
--- Black Arch EX now resurrects some enemies
--- White Arch EX ascends less on death
--- Decreased Black Spectre pain chance from 100 --> 40
--- 03 -- 17 -- 2024 ---
--- Finished Black Spectre EX
--- Updated options menu
--- Adjusted Boss Frenzy Preset
--- Darkened White Spider sprite
--- 03 -- 18 -- 2024 ---
--- Added Cyan Cybies
--- Changed Black Rev and Black Rev EX tags
--- White PE and White Mind sentinels no longer count towards kills
--- 03 -- 19 -- 2024 ---
--- Added Fireblu Cybies
--- New sounds for souls, cacos, barons, fatsos, cybers, and masterminds
--- Removed Cyan Cybie death explosion
--- 03 -- 20 -- 2024 ---
--- Finished adjusting blue and purple translations
--- Purple Mastermind summons less arachnos
--- Adjusted White Mastermind sprite offsets
--- Fixed White Mastermind chaos ball translations
--- White Mind chaos machine plays sounds at full volume
--- White Mind chaos machine now has shorter summon intervals
--- Removed White Cybie's RomeroCHWeak effect, it seemed to make him resistant instead
--- 03 -- 22 -- 2024 ---
--- Buffed New White Spider HP
--- Fixed White Spider death explosion offsets
--- Fixed sound error for White Spider not playing pain sound
--- Mini White Spiders now don't play active sound (it gets annoying/don't want to hear it through walls)
--- Added descriptions for some menu options
--- 03 -- 24 -- 2024 ---
--- Finished White Spider EX
--- 03 -- 30 -- 2024 ---
--- Fixed Mr.Bones ice death
--- Made White Imp a bit faster
--- White Revenant no longer gets resistant
--- White Mancubus buffed slightly
--- Nerfed White Arch HP
--- Red Arch no longer has vile minions
--- Buffed Black Cybie
--- 04 -- 07 -- 2024 ---
--- Fixed Yellow Cybie arm and Old White Spider translations
--- Fixed Ultra Abyss Imp and Black Chaingunner tags
--- 04 -- 13 -- 2024 ---
--- Fixed Black EX Green Caco shot having White EX sounds, and White EX Green Caco shot having Black EX sounds
--- Fixed Black EX Green PE and White EX Green PE pain chances
--- 04 -- 20 -- 2024 ---
--- Update to custom spawns menu
--- Buffed White Lost Soul HP from 4500 --> 6000
--- New tier in making : Explosive tier
--- Finished Explosive Imp
--- Fixed Butcher Hound translations
--- Fixed "Pacman" explosion sprite offsets
--- 05 -- 24 -- 2024 ---
--- Finished Explosive Zombieman
--- Finished Explosive Shotgunner
--- GREEN BLUE REV DIDN'T HAVE GREEN SUBTIER SOUNDS AAAAAAAAAAAA HOW DID I MISS THAT!!!
--- 06 -- 06 -- 2024 ---
--- Changed White PE Boss message
--- 06 -- 09 -- 2024 ---
--- Finished Explosive Chaingunner
--- Finished Explosive Lost Soul
--- 06 -- 11 -- 2024 ---
--- Red Pain Elemental no longer spawns Red LSouls out of players sight
--- Red Pain Elemental spawns Red LSouls on death
--- Red Pain Elemental soul attack tweaked to not come out as fast
--- Fixed Red Pain Elemental soul bomb attack
--- Fixed Yellow Pain Elemental secondary tier melee sounds
--- 06 -- 12 -- 2024 ---
--- Finished Explosive Revenant
--- 06 -- 14 -- 2024 ---
--- Finished Explosive Baron
--- 06 -- 16 -- 2024 ---
--- Finished Explosive Arachno
--- 06 -- 19 -- 2024 ---
--- Fixed an incorrect stencil color on Abyss Arachno
--- 06 -- 20 -- 2024 ---
--- Finished Explosive Demon
--- 06 -- 21 -- 2024 ---
--- Finished Explosive Spectre
--- 06 -- 23 -- 2024 ---
--- Finished Explosive Caco
--- Purple Arachno has a new move
--- 06 -- 25 -- 2024 ---
--- Finished Explosive Mancubus
--- 06 -- 28 -- 2024 ---
--- Finished Explosive PE
--- 06 -- 29 -- 2024 ---
--- Fixed a sound for Fireblu Arch secondary tiers
--- Fixed Common Red Baron phase 2 from damaging itself
--- 07 -- 02 -- 2024 ---
--- Fixed Brown Baron tag
--- Fixed Blue Arachno minion walking sounds
--- Fixed Blue Arachno minion walking animation
--- Fixed Red Mastermind bomb obituary
--- Fixed White Mastermind obituary
--- Fixed White Mastermind checking for black subtier instead of black primary tier
--- 07 -- 03 -- 2024 ---
--- Fixed Special Yellow Purple HK having old R2 stats
--- 07 -- 04 -- 2024 ---
--- Fixed White Cybie EX obituary
--- FINISHED EXPLOSIVE SUBTIER ENEMIES!!!
--- 07 -- 07 -- 2024 ---
--- Green Mastermind has a new move
--- 07 -- 09 -- 2024 ---
--- Made Gray Demon/Spectre less aggressive
--- Made Black Spectre EX less aggressive
--- 07 -- 11 -- 2024 ---
--- Increased speed of green fatso shots
--- 07 -- 12 -- 2024 ---
--- New sprites for purple arch and yellow arch
--- 07 -- 14 -- 2024 ---
--- Finished Explosive Archvile
--- 07 -- 25 -- 2024 ---
--- Finished White Chaingunner EX
--- 07 -- 26 -- 2024 ---
--- Finished Explosive Hell Knight
--- 07 -- 28 -- 2024 ---
--- Fixed Brown Zombie's icon floating in the air from ice death
--- 07 -- 30 -- 2024 ---
--- Fixed White Red Cybie wraiths specifically still having an ice death
--- 08 -- 01 -- 2024 ---
--- Finished Explosive Mastermind
--- 08 -- 09 -- 2024 ---
--- Finished Explosive Cyberdemon
--- 08 -- 10 -- 2024 ---
--- Explosive main and secondary tier now spawn naturally
--- Finished all of explosive tier
--- Secondary tier sounds for green, blue, purple, yellow, red, black, white, black ex, white ex, and fireblu have all been adjusted
--- 08 -- 15 -- 2024 ---
--- Butcher's hounds no longer count as kills
--- 08 -- 16 -- 2024 ---
--- Yellow Caco's void fields no longer is considered a monster
--- 08 -- 24 -- 2024 ---
--- Fixed Explosive Fatso, Explosive SG, and Explosive HK getting stuck on ledges
--- Nerfed Explosive Archvile shields
--- 08 -- 25 -- 2024 ---
--- Fixed White Purple Arch having 4005 HP instead of 4004
--- 08 -- 26 -- 2024 ---
--- Various nerfs to Explosive Demon and Explosive Spectre
--- Icons are now partially transparent
--- 08 -- 28 -- 2024 ---
--- EX Boss icons tweaked a bit
--- 08 -- 29 -- 2024 ---
--- Explosive Spectre got an overhaul
--- 09 -- 01 -- 2024 ---
--- Explosive Archvile no longer can be targeted
--- 09 -- 11 -- 2024 ---
--- Explosive HK waits 8 extra frames before the super shield beam
--- Explosive SG and HK no longer do the super explodey jump in their See states
--- Explosive Rev does his charge 1200 px away instead of 1800
--- Explosive LSoul can now switch to the charge attack while firing rockets
--- Explosive Demon and Spectre have fair telefrag deaths
--- Explosive Baron is now extra aggressive (I hope this isn't a bad idea)
--- 09 -- 13 -- 2024 ---
--- Slight nerf in radius damage to Explosive Cybie's floating explosions attack
--- Explosive Cybie's mega rockets have longer intervals between being fired
--- Explosive Cybie's charge is a bit slower
--- Buffed speed and damage of Explosive Cybie's pain explosions
--- Modifications to Explosive zombies projectile
--- Buffed Explosive zombies/imps death explosion
--- Explosive Zombie and Imp now has fair telefrag death
--- 09 -- 16 -- 2024 ---
--- Many changes to Explosive Chaingunner, including sprite scaling, the big attack being a bfg, and a faster/more deadly fire rate
--- Explosive Mind can do summons more often in phase 2
--- Slight chance that explosive archies shields circling around the player is fixed (but probably not)
--- 09 -- 18 -- 2024 ---
--- Explosive Arachno has a new charged up attack replacing the old one
--- Changed Explosive Spectre/Arachno tags
--- Explosive PE/Fatso mines do not play target sound at full volume
--- Tried making it more obvious when Explosive Arch is targeting you
--- Added telefrag deaths for Explosive lost soul, revenant, and mancubus
--- 09 -- 19 -- 2024 ---
--- FINALLY fixed the lingering particle effects for explosive archie
--- Explosive LSoul switches to charge attack less frequently when firing rockets
--- Explosive HK's jump attack is no longer lost in the shadow realm
--- 09 -- 30 -- 2024 ---
--- Ultra Fusion White Arachnotron no longer has common railgun attack
--- White PE sentinels have no ice death
--- Fixed White EX Worm minion from being resurrected
--- Fixed Yellow volative caco from having negative health?
--- Arachnobarons can now be resurrected normally, mwahahahaha!
--- White Abyss Chaingunner can now be resurrected normally
--- Added Black Chaingunner EX gib death
--- 10 -- 12 -- 2024 ---
--- Changed Black Lost Soul death sprites
--- 10 -- 14 -- 2024 ---
--- Fixed Black Caco EX from disappearing on death
--- 10 -- 15 -- 2024 ---
--- Green spectre bites faster
--- Common spectre -> Purple spectre + Gray Spectre all have gib deaths
--- Added Abyss Revenant gib death
--- 10 -- 17 -- 2024 ---
--- Red HK can now be resurrected
--- 10 -- 18 -- 2024 ---
--- Fixed Common Arachnotron obituary
--- Explosive Fatso can now be resurrected
--- 10 -- 20 -- 2024 ---
--- Fixed subtier sounds for Black Lost Souls bee projectile
--- 10 -- 25 -- 2024 ---
--- Nerfed Gray Revenant Health (760 --> 660)
--- Updated Gray Revenant Bone Damage
--- Green Imp firing/melee animation is slightly faster
--- Massive HP nerf to Fireblu Arachno (999 --> 650)
--- Updated Green, Blue, Purple, and Abyss SG HP values from CH 1.02
--- Updated Green, Blue, Purple, Yellow, Red, Abyss, and Fireblu Imp HP values from CH 1.02
--- Updated Green, Blue, Purple, Cyan CG HP values from CH 1.02
--- Nerfed Yellow CG health from 192 --> 170
--- Nerfed Red CG health from 250 --> 222
--- Nerfed Gray CG health from 300 --> 200
--- Nerfed Gray Cybie health from 8888 --> 7222
--- Updated Green Masterminds new sweep move (but more sweepier)
--- 10 -- 26 -- 2024 ---
--- Updated Gray Mastermind with new spike attack
--- Gray Mastermind faces you more when doing the other spike attack
--- Added Yellow Baron gib death
--- Abyss archvile no longer has generic ice death
--- 10 -- 27 -- 2024 ---
--- Black Baron tentacles no longer have generic ice death
--- Explosive Baron can now be resurrected
--- 11 -- 03 -- 2024 ---
--- New options to allow resurrection of bosses, archviles, cybers+masterminds, and enemies above 2k hp for extra chaos
--- 11 -- 09 -- 2024 ---
--- White Cybie EX final form has +NOCLIP instead of +THRUACTORS
--- 11 -- 12 -- 2024 ---
--- Added smoke to the end of White LSoul's archvile attack (like the other attacks do)
--- 11 -- 13 -- 2024 ---
--- Wakawakas no longer have ice death
--- 11 -- 15 -- 2024 ---
--- Added Hege's White Mastermind
--- 11 -- 16 -- 2024 ---
--- Purple revenant has faster run animation
--- 11 -- 17 -- 2024 ---
--- Purple pain elemental no longer summons souls casually
--- 11 -- 20 -- 2024 ---
--- Fixed White PE death explosion offsets
--- 11 -- 22 -- 2024 ---
--- Fixed Explosive Cybie's frozen animation
--- Explosive Demon no longer infights
--- Made Explosive Demon attack more, and buffed death explosion (now watch him be too strong again)
--- Explosive Spectre is less obvious to spot, but still makes noise, and has buffed death explosion
--- Explosive PE is more aggressive and spawns floating rockets more often
--- Explosive Fatso and Explosive Lost Soul are more aggressive
--- Blue Imp projectile is more transparent
--- Blue Caco projectile is scaled down a bit
--- 12 -- 02 -- 2024 ---
--- Green Arachnotron no longer damages itself
--- 12 -- 03 -- 2024 ---
--- Fixed Gray Red Baron's old translation
--- 12 -- 07 -- 2024 ---
--- Fixed Gray Abyss Spectre's tag/obituary color
--- 12 -- 18 -- 2024 ---
--- Red HK sprite is scaled down a bit
--- 12 -- 19 -- 2024 ---
--- Finished Black Demon EX
--- Brightened up White Imp sprites
--- 12 -- 22 -- 2024 ---
--- Nerfed the HECK out of cyan, fireblu, and gray archvile's enemy spawns when they resurrect stuff. Now only spawns enemies 1/3 of the time
--- 01 -- 03 -- 2025 ---
--- Nerfed White Caco Orb's projectile spam to reduce lag
--- 01 -- 05 -- 2025 ---
--- Fixed issue where enemies stunned while resurrecting wouldn't spawn their icons
--- 01 -- 06 -- 2025 ---
--- Brightened White Mastermind sprites
--- Fixed old damage factors for some zombieman projectiles
--- 01 -- 19 -- 2025 ---
--- White PE phase 1 health from 4000 --> 5000
--- Abyss PE now has explosion damage on death
--- 01 -- 21 -- 2025 ---
--- Replaced White Arch EX's eye beam sounds with better sounds
--- 01 -- 24 -- 2025 ---
--- Purple Cybie now does double melee damage like fireblu cybie does
--- White Cybie EX's death animation is faster
--- White Cybie EX's 4th wall is now a blue screen of death
--- Buffed White Cybie EX's binary code spawners
--- Fixed lot of gray projectiles still doing 4x damage instead of 2.5x
--- 01 -- 25 -- 2025 ---
--- Brown/Fireblu Purple Caco no longer have wrong hp values
--- Black EX/White EX mini phantoms no longer have wrong hp values
--- White PE health fountains now give health according to secondary tier multipliers
--- Red Arachno health from 1444 --> 1333
--- Black Arachno health from 5342 --> 6342
--- Brown Arachno can no longer infight
--- 01 -- 26 -- 2025 ---
--- White Arch EX health from 20800 --> 18800
--- Brown secondary tier enemies now have 0.75x health
--- 01 -- 28 -- 2025 ---
--- Added a fake progression system with levels 01 - 20
Other Info:
Any GZDoom version 4.10.0 and up should work well. I didn't test on a version lower than 4.10.0, so there may be risks on a version lower than that.
The latest version of CH 1.02 must be first in the load order, and any CHP version must be after. If you're using a sounds pack for CHP R3/R4, that must be loaded after all of that. The sounds pack for CHP R3 may not work properly for CHP R4, and vice versa.
Any feedback, whether positive or negative, would be greatly appreciated. Well, maybe not super negative...
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)
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)
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
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
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
You'll just have to wait to see what the Fireblu secondary tier has to offer then.
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
You'll just have to wait to see what the Fireblu secondary tier has to offer then.
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
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:
New sprites for enemies include:
Purple Zombieman
Purple Imp
Purple Chaingun man
Purple Lost Soul
Purple Demon/Spectre
Purple Revenant
Purple Cacodemon
Purple Hell Knight
Purple Baron
Purple Arachno
Purple Mancuboy
Yellow Archvile
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:
Doom II - Colourful Hell - Fusion White Arachnotron Showcase
Essentially, the Fusion White Arachnotron maintains the "splitting" gimmick of the old White Arachnotron, as well as the same scale. However, it also applies most of the attacks from the newer White Arachnotron to make it more of a threat. It spawns in spiders like the old White Arachnotron, but less spiders so that the main focus is on the boss. Not a necessary addition by any means, but I was never truly satisfied with either White Arachnotron's before. Sort of like a Goldilocks situation where the old version was too spammy, the new version was too easy, and this version is just right.
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).
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.
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
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.
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.
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.