So you liked playing blood but then found zblood too watered down from the original? Then this addon is for you. Major features include :
- Use fire weapons to set enemies on fire! Enjoy them burning down while they scream an orchestra for your ears.
- Blow up both enemies and yourself with TNT, proximity TNT and remote control TNT.
- Burn everything down with the Life Leech staff, Or fry them using Tesla instead!
- Fight demons, ghosts and even body parts in horrific environments.
- Beware the deeps, for they contain horrible beings.
- Enjoy all kinds of poison, thanks to very unfriendly spiders!
- Ever wanted to launch a giant two headed dog into the sky using dynamite? Now's your chance!
- Kill innocents! Watch monsters kill innocents! Watch zombies chase them around! Just don't spare them...
Blow enemies and yourself up!
Slowly cook enemies with fire weapons.
Cover your flanks with proximity and remote dynamite.
Altfire for different attacks. Careful with these!
Send enemies flailing when they are fully burned. Gib them in too many ways to count as well.
Enable brightmaps for better atmosphere!
Don't rush into areas or you might end up food.
Download Links :
ZbloodX link : https://allfearthesentinel.net/zandronu ... dxv1.1.wad
Addon Download Link : https://allfearthesentinel.net/zandronu ... don1.4.pk3
You can get the maps for zblood here https://allfearthesentinel.net/zandronu ... aps_v1.wad
The maps aren't completely bug free, sorry!
Wad order to play this addon:
3)The files for your maps.
1) Place all the files in your source port directory.
2) Run the correct .bat file for your game from these files : https://drive.google.com/file/d/1FwSA0p ... sp=sharing
1)Start at an easy difficulty and go up if it is too easy.
1)Make sure to F1 ingame if you didn't play Blood before.
2)Type GL_Use_Models 1 in console : This makes blood splats on floor a lot better.
3)Enable brightmaps with GL_Brightmap_shader 1 in console (Makes monster eyes glow and certain objects glow)
4)You can get rid of choking hands by spamming the use button. Additionally you can kill the hand by hurting yourself with TNT, just don't kill yourself at the same time. (This is faster than mashing use, helpful in a horde)
5)https://allfearthesentinel.net/zandronu ... voxels.pk3
For newer changelogs see the post viewtopic.php?f=19&t=46729&p=1077618#p1077618
Spoiler: Version 1.24
*Changess to Phantasms:
Phantasms can move through things anytime except when they try to melee attack.
Phantasms will attempt to charge through you then backstab you.
Phantasms attacks now pass through everything and hurt people they pass.
They disappear after some distance.
Causes significant bleeding upon a successful melee -just visual-
Reduced their projectile damage slightly.
Increased the distance from which their projectiles can be heard.
Reduced the distance their screams can be heard from to just when they are dangerously close.
*Doubled the distance from which butchers are forced to use cleavers.
*Player TNT is no longer bright midair. It makes no sense at all for TNT to be that shiny.
Also a buff for napalm. Since only with it you'll see its path.
If you throw without charging the tnt will be visible.
*Fixed the GLDefs warnings.
*Players can no longer altfire flaregun without ammo left.
*Gillbeasts XDeath should no longer spawn gibs outside map. Also removed lagfest caused by a rocket science formula in it.
*Changes to GillBeasts:
Less memory hogs while idle.
Are less likely to bite nothing but air upclose.
*Hell Hounds that try to swim will instantly die instead of pretending to die indefinitely.
*Flesh gargoyles will fly up if they encounter water. This can get them stuck inside water indefinitely though if they are submerged (ceilings or you deviously standing on them).
*Fanatics shoot one extra warning shot now. -low damage shots-
*Spraycan altfire can no longer be started underwater with good timing.
*Added safety script to prevent some conditions from passing between lives and cause
bugs that were fixed for 1 life. Such as IT BURNS bug happening if you die while on fire.
*Vastly reduced the speed of remote tnt. It wasn't even possible to see them flying.
*Updates to Proximity Dynamite
Reduced their flying speed to reasonable levels.
Reduced their detection range
Also reduced their radius, so they can be actually thrown through windows
Before it was impossible to toss them around corners.
Made them bigger visually. As a nerf to Zealots.
-Remote TNT won't get one, so it can be used as a surprise trap.
Increased tripwire damage to 5.
*Middle charge levels of tnt are now easier to use.
*Implemented butchers alpha burn death as a rare fire death.
*Fixed gargoyles using some weird sound as their wings sound.
*Added brightmaps to the following:
Cultists TNT on floor, Proximity ladmines, Altfire TNT on floor
*SprayCan altfire nows lights up its Area of effect.
Its only safe to pass through once the light is gone.
Needs dynamic lights enabled.
*Fixed Acolytes being named aclyothes.
*Zombies cause bleeding for a bit
This is just visual. Has no impact on the game at.
*Played a bit with blood physics.
*Increased the fuse times on acolytes tnt.
*Cultists now alert other enemies when they shoot.
If you'll rely on silent weapons, kill them swiftly!!
*Blue cultists now alert enemies with their attacks and also upon death.
*Most enemies celebrate victory by running around.
*Smoothed out Innocents running animation and speed.
Also Gave them their random speech lines.
*Reduced the distance from which gillbeasts earrape breathing can be heard.
*Random games changes:
Hell Hands spawn chance reduced.
Spiders might spawn now.
*Reduced the collision height of innocents so they don't get stuck in some areas.
*Brown cultists are unable to push players with their tnt now.
Green cultists are still able to.
*Increased the time casings remain on the floor.
This isn't a high amount! Its just so they don't fade right after hitting the floor.
*Made gargoyle bones easier to see..
*Heart pickups have even more cheesy pickup messages.
*Fixed IT BURNS playing whenever the player is shot if he was burned even once.
*Players will now pass each other. You can even pull silly mind tricks
on opponents through this.
*Improved the hit detection of fire weapons
*Updates to FlareGun:
Better synced the weapon's animations.
If the shot target is upclose to the player, they will burn faster.
Altfire will burn caleb longer.
*Flaregun now burns nearby targets faster.
*Burning damage while already on fire will extend the previous duration.
*Enabled brown cultists to throw tnt once again.
*Updates to zealots [Blue Cultists]
Kept their windup time but they'll attack rapidly afterward
Can now throw proximity TNT. -Even if it isn't in original blood.
Isn't really that much of a buff. If you are running in the open you'll die regardless.
Pain chance reduced.
*Updates to Aclyotes [Green Cultists]
They'll randomly throw their tnt at the player's direction
Their tnt can and will push the player back while sliding
Possibly to a painful death.
+25 Max Hp
*Health Pickup cannot push caleb while flying.
*Inverted the previous nerfs to grey and brown cultists
Grey cultists now only shoot 2 warning shots instead of 6. and their damage increased
Brown Cultists no longer deal pistol damage with their attacks.
*Increased the explosion range of cultist tnt
*Phantasm : Removed all nerfs due to the maps having way less of them.
Damage nerfs are gone.
They gained back the 100 hp they lost.
Reduced pain chance.
Will spend way less time in -hit me am slowed- mode.
Extra damage from weapons gone.
*Inverted the resistance changes to stone gargs and spider mothers.
*Butcher's vomit effects will no longer push players.
*Small visual changes are not listed here.
*Updated red spiders poison
Will no longer cause an earthquake
Is now Cumilative instead of stacking.
Duration and intensity will increase if too many spiders bite caleb.
Closer to original poisoning than the previous one.
Screen gets an orangish hue while poisoned.
Doesn't continue if the player dies.
*Changed spider mothers hp
The first 2 of them on the map will have 2000 hp.
All others will have 1000 less hp.
-That is, custom spawned ones with above 2000 hp will have 1000 less hp.
This should reduce how grindy some maps are currently.
*Fire Weapons will now burn targets over time
Timing your shots will allow you to kill things with minimal ammo usage.
Spraycan burns the target every 25 shots.Targets behind original only suffer ripper damage.
The player himself can catch on fire damage from many sources.
Enter water to put yourself out.
Players being burned from some sources will die and not give a frag to the enemy.
Includes spraycan altfire and hellhound attacks.
Flaregun and spraycan main shot burns are non-lethal but tick health rapidly.
*Flareguns will now home on targets with extreme accuracy. -In blood, it was a challenge itself to miss with this thing!
If the flaregun cannot fire a burning shot -cursor not directly on target.
It'll shoot the old high damage projectile instead.
-Damage output is nearly same just that it burns targets faster-
Altfire flare will burn the player if it explodes nearby him\her.
*Reworked LifeLeech so it isn't a fire copy of tesla rifle :
Now shots recover 1hp and ammo whenever they hit anything that has blood.
Before players could use spirit armor as ammo, now it steals 4 of it per shot and damages you at same time.
If you don't have essence power you'll take 2 damage up from 1
Making it a great weapon ONLY if the player plans carefully when to use it.
Gave it twinkling component to the shot trails.
*Updates to Hell Hands
Previously, only one player could be choked at any time. No longer it is a case.
Instead of suiciding on a player already being choked, the hand will run around at fast speed.
Added burn death animation.
Slightly -very low- increased the spawn chances of them since they are no longer as op as before.
Fixed the player becoming immune to choking sometimes after respawn.
*Updates to Spiders
Improved the animations and behaviour of spider mothers.
Improved the walking animation of little spiders.
Spider Mothers are no longer blocked by their kids.
Spider Mother might push caleb off high areas.
Increased Green Spiders poison damage a bit.
Spiders take a lot higher damage from fire now.
If spiders see the player is holding a spraycan, they'll freak out and run around.
Some spiders are now "climbers" and will lend a hand for other spiders to climb.
Nerfed the speed at which spider mothers breed.
*Updates to Hell Hounds
Improved their jumping around. They won't suddenly appear on floor anymore.
Their breath attacks will put the player on fire.
It does way less damage as well.
HellHounds will attempt to bite burning players until fire ends.
HellHounds bites will deal more damage to burning players.
They will attempt to jump to avoid sequential attacks.
*Increased the number of rats that spawn.
*Fixed remote dynamite spawning with the sprites of proximity dynamite.
Also fixed its weapon animations randomly glitching.
*If the player doesn't have enough ammo to altfire tesla rifle, it'll do a normal fire burst instead.
*Phantasm melee damage is now a set 42 instead of random between 8 and 80...
Their missiles also deal 23 damage.
Overall they no longer can kill players with just 2 melee attacks.
Getting combo'd by their melee then missile is still dangerous.
*Hopefully reduced the randomness of tnt damage registering and explosives spawning.
*Fixed the playr's "It Burns" sound repetation.
*Updates to GillBeasts
GillBeasts will idle if there is no player around them for a while.
They can also leave water -This sadly doesn't work on the default maps because of the mapping style..
If you load a mapset with lots of waters and cacodemons you might get to see it.
*Updates to Cerberus
Will attempt to attack in a pattern to clear the area.
Has a bit higher attack initiation time.
Now the fight with him is less luck-based and more timing based.
Sorry people with high pings you might have a terrible time vs them.
*Buffed the attack speed of tesla akimbo and made its altfire do normal attack
*Reduced the duration of GunsAkimbo -down 7 secs-
Spoiler: Gigantic Changelog
Implying anyone reads these, Here we go!
Testing Bug Fix
*Proximity and remote Dynamites less buggy.
*Proximity and Remote Dynamites spawn chances raised.
They also come with 3 ammo instead of 1.
*Gillbeast really loud breathing can be heard from a much smaller distance.
Same for feast screams.
*Fixed the stupid "fix" that rekt akimbo weapons and made them use different ammo types
Also fixed Voodoo getting lost the moment it hit an enemy.
*Made more stuff +CannotPush to get rid of artificial lag caused by many objects.
Most importantly added it to phantasms for balance.
*Nerfed spiders poison duration and intensity.
*Buffed innocents speed by 1.
*Upon respawn, caleb will get a shotgun. -regardless of gamemode and cvars-
*Caleb Movement forward speed slightly increased.
*You can now get rid of choking hands by spamming use
1\3 chance per "choke"
Can still get rid of them fastest using explosives -always success-
If you want to play this version on doom maps use ZBludInDoom2.wad with it.
You'll still encounter silly graphic bugs but nothing too wild.
Some modifications in this version haven't been documented before I forgot to.
*Working Proximity TNT available
They are extremely rare.
Triggered by sensing physical objects beyond floor -includes doors\walls-
Do not use around gibs or below doors.
When triggered by someone other than original thrower they'll trigger a slowing tripwire.
The tripwire doesn't trigger if original creator steps on it.
It might not explode on original user sometimes as safety leeway.
The tripwire triggers when it is destroyed. In this case it'll stun its original user.
*Added Remote Dynamite
Similar to Proximity dynamite, they are rare.
Triggered in several ways:
A)Getting shot down
B)Proximity tripwire activates them from a distance similar to its stun distance.
You can save powerup traps with remote dynamite without wasting proximity
C)Activation via the remote control.
Watch out! Step damage affects them, they'll only take so much before exploding
Monsters can't sense them
*Reduced the player's mass to slightly less than half. This will allow some new monster attacks.
Gargoyles bone reworked. Now it isn't a ripper, instead it'll push the player back while snapping in their face, causing a small amount of damage. -getting swarmed with them is still deadly-
Fanatics will push you back making it harder to melee them.
Stone Gargoyle will try to send you flying then kills you midair.
*Removed stonegarg invincibility frames because they are retarded for gameplay.
*Tchernobog should no longer lag the hell out of servers -hopefully-
*Voodoo Self-Damage part no longer usuable to lag the server.
*Phantasms should spend less years hiding in walls.
*Fixed burned spiders not lowering the amount of alive spiders.
*Spiders poison now lowers in intensity as it closes up to ending.
This makes getting swarmed by spiders a little bit less stupid.
*Hand choking animation made a bit darker so it doesn't shine like crazy.
*Spiders can pass each other once again.
No more spider rape mountains.
Spider mothers can now climb areas the player can reach by jumping. Beware.
*Increased spider "spawners" size to match normal spiders. This should reduce spiders stuck in stuff and walls.
*Butcher's cleavers now try to push away caleb so the butcher can kill him with vomit
Butcher's cleaver now deals damage using its trailers.
*Rewrote some obits
*Voodoo doll is now a silent weapon. All under appreciated weapons are now silenT?!
*Phantasms no longer cause a silly pain animation when they melee Caleb.
*Fixed being burned going to pain state instead of dying.
As a side effect, fixed : killing other players with fire in DM will heal you by 100 hp.
*Fixed zombie voodoo death animations.
*Increased most of the drop chances for ammo.
*No longer uses the screaming end music for maps.
*Bullets that hit near the player's position might play a ricochet sound.
*Reduced the chance choking hands spawn even more. Now you'll encounter them less
on the sad side that means they are more likely to catch you offguard.
*Fixed some lag generating stuff like pitchfork performing 10 checks per sec for some reason
* Zombies now fake at the same speed as normal death.
* Changed dangerous world to spawn tnt sometimes. Including proximity and remote.
* All stone gargoyle resistances =except tesla= have been lowered.
Fixed them not taking a lot of damage from tommy guns as well.
Stone gargoyles no longer immune to stomping. In fact it does double its
low damage to them.
* Reduced spider mothers resistance to fire and flares, Fuck consistancy
with original until someone decides to fix the stupid maps with 3-5 mothers.
* Choking hands no longer deal 70 damage on first touch.
Choking hands can be killed more reliably while choking you using explosive damage
Being choked now only causing strangled pain sound, Not both it and normal pain sound.
* Spider spam limit is now 150 down from 200
Because they are more dangerous. And to further help reduce lag spikoreino.
* Spiders can now form a ball of death
Spiders can bite jumping players if they are left to breed to large numbers
Spiders no longer pass each other, they'll cover a larger area left unchecked!
Spiders are weaker to fire, making it even better than before at killing a swarm of them.
* Nerfed cultists initialization speed on attacks.
Fanatics now shoot a low damage shot, 3 shots that never hit then start their real attack damage
Brown cultists weren't nerfed like grey ones.
* Dynamite no longer alerts monsters just by lighting its fuse on fire.
You can now ambush enemies and they'll realize that too late.
* Flaregun will not alert enemies except for its altfire shot.
Is now a great weapon to single out enemies one by one.
* Nerfed choking hands beyond epic dodging of shell attacks due to hitbox size.
It was a pray to RNG to hit them.
* Morons hp buffed to 80
Morons will cause nearby enemies to target them.
Enemies take damage if morons are running around them. This damage is only significent on spiders and rats though.
Morons speed buffed by 3.
* Pitchfork deals 50% extra damage to gargoyles. Armless players rejoice.
* Players now get some ammo on their respawns to prevent full defeats in maps lacking ammo
+3 Dynamite sticks on respawn.
Some flaregun and shotgun ammo on respawn.
* Fixed tesla cannon pick up message being pron misspelled.
* Bothered adding my nickname to the credits because so ppl stop spamming I
am pretending to be updating it and is just admin.
* F1 help page now gives vital notes on how to play the game successfully.
ZZZZ X 1.2V
* SpiderMothers no longer take 60 times the damage from pitchfork!
* Phantasms hp reduced because of how rage inducing they are
* Dangerous world shifted around
* Choking hands now less luckly to do nothing when they reach caleb
* Modified some monster stats to be more challenging instead of dull
* Teleportation fog should now disappear..
* Increased fanatic's pain chance and you have more tic before they spray you to death
* Spraycan altfire burn duration slightly buffed, now zombies less likely to survive it
* Zombies no longer repeatedly unfake and attack if you use close weps to kill them -aka rape fork users-
* Napalm altfire now actually causes an earthquake when they explode instead of nothing happening
Buffed its damage slightly, it is still rarely useful but heavily demolishes stacked enemies.
* Annoying sounds now have limited max distance
Phantasms no longer echo the entire map
Stone gargoyle is dramatically more discrete while moving around
Added wing sound to gargoyles, its from hexen
* Spider mothers max spider count is now limited. It is also intentionally breakable if there is a lot of spiders
Spider mothers will be unable to spawn anything until next map when this break happens.
* Spider poison no longer limited to ruining horizontal aim.
* Added brightmaps to some stuff ,most visible on monsters.
* Improved Napalm -solo- and Spray can weapons animations.
* Nerfed spider mothers because everyone hates them thx to mappers.
* Removed the experimental stuns, It was a stupid idea to add them..
* Misc improvements to shotgun and tommy
* Stone gargoyles active sound is no longer global.. phantasms still same
* Fixed phantasms getting stuck in walls, making maxing a level impossible and sometimes camping walls and killing people with scythe
* TNT was falling a bit too quickly, now its slightly easier to use most of time -CALL GG IF YOU TRY TO TNT GARGS-
* Fixed faking zombies getting hit with tesla alt gaining permanent immunity to non-AOE damage
* Fixed a missing letter in spraycan causing it to steal ammo without throwing anything if you hold altfire for 2 tics
* Some minor weapon fixes and visuals
* Blood effects hopefully more acceptable
* Napalm altfire now a bit more useful, no longer only kills if you hit someone with all shots in a small cabient..
* Spiders burn animation, they also dont lag everyone when they die -waaaaaaaay less blood-
* Choking hands no longer cause the client to crash upon killing him
* Slightly improved choking hands animation while strangling, it is still shit
* Red spiders now impair ability to aim instead of retarding caleb
* Getting bit by a lot of red spiders however, will do similar to the old effect
* Heavy hits on head now confuses caleb for a few seconds..
Monsters who can hit calebs head are Gargoyles (Both), Zombies (Very very low effect though)
* Thrown weapons no longer hit faking zombies, ex : tnt over a faking zombie used to explode midair and kill caleb.
* Fire now less boring
* Phantasms have a new trick, be careful! also bigger melee range
* Shial tries to move to side when she enters pain -or the good old jeronemo in face
* Red Spiders cover more area while chasing caleb around
* Butchers try to move to sides if they are being hit heavily
* Brown cultists got their tnt spam back :O
* Gargoyles move less jittery
* Stone gargoyle now tries to go up more often
* Certain monsters have extra bloody deaths
* Replaced the shitty win music with enemy screams
* Fixed a wrong frame in napalm launcher
* Some enemy melee damages less randomized, mostly they hurt the same
*)Gill beasts a bit slower to murder people and hp reduced
*)Gargoyles a tiny bit weaker
*)Phantasm are now way scarier
*)TNT max levels no longer throw tnt into outer space
*)Altfire on tnt will put it where you are standing
*)Tommy animations less weird
*)Blood splats are a bit better
*)Less red-walls from dead zombies
*)World is a bit less safer now -aka more random-
*)Zombies will run around happily after murdering you
*)Zombies no longer iddqd while faking -tnt them plz-
*)Shial now spawns less spiders
*)Brown spiders are now more annoying
*)Shial now spawsns way less green spiders...
*)No more teamkilling with tnt
*)Altfire tnt does less damage than directly booming it into someone's face
*)Destroy gibs and stuff from your newest victims
*)The hand is here to swallow your soul!! Needs better animation..
*)Free innocents from wretched lives
*)Cerberus now more difficult to lame out
*)Armor chipping is gone -Ressurect cheat will disable armor-
*)Life leech is now less useless in bloodbath -it wasn't stealing life at all-
*)Tesla and sg less op in DM
*)Free yourself with tnt from cursed hands!
*)Removed a null call in akimbo napalm
*)Voodoo can hit faking zombies
*)Brown spiders effect is additive now
*)Tripled duration of spider dizziness
*)Fixed altfire tnt last levels durations
*)Phantasms will sometimes spin reverse-clockwise at double speed
*)Phantasms will move through walls while incorporeal -Or they'll suicide with spinning-
*)Phantasms spam souls less
*)Buried zombies lurk around.. TNT em
*)Flying blood no longer cause a pain orgy
*)Green cultists now fail aim just like original
*)Red cultists gone for now
*)Few misc ACS changes
*)Life leech now damages and lowers armor at once like original
*)Life leech fully heals upon killing another player -- Best weapon vs tesla
*)Some enemies now gib into 2 hands/eyes AS THEY SHOULD'VE BEEN
*)Blood on floor now looks considerably better
*)Moved blood rain to Flying blood instead of trailer
*)Monsters deal even less damage on 2nd&1st difficulty.. wtf they were horribly hard
*)RollOff of some sounds gone
*)Shial is less agressive upon sight and jumps more randomly around
*)Tesla no longer teaches zombies fake 1o1
*)Replaced dead bodies with decapicated innocents
*)Zombies no longer thrust monsters into their death upon waking from a fake
*)Gargoyles appearantly better at dodging projectiles.. OH SHIT
*)Zombies no longer cheat pass all other zombies before their first fake
*)some stuff I can't even remember
Spoiler: CreditsYou can also check out the Zbloody Hell mod https://www.moddb.com/mods/zbloody-hell for more Zblood.
Cruduxy Pegg [me] : The addon, doompatches and the unofficial changes to the maps.
Ivan's ZBloodX : http://zandronum.com/forum/showthread.p ... ght=Zblood
I have no idea who made each map since I was using Zbludmaps1.1 but it wasn't playable with the updates because each room had 30 enemies.
This addon used ZBloodX as base, since that doesn't contain a credits lump I'd just say its probably safe to credit the zblud team for the maps.