aaaaaaah okey. Still this is an amazing mod. Thanks for the help.
Re: Re-Blood | Relase | v 0.1
Posted: Sat Jun 15, 2019 2:09 pm
by SAmik37
cape98 wrote:hi, i just played and im loving it so far but i got stuck at map02. I don't know if it's a bug or just me being a noob so please could anybody tell me exactly where is the exit of map02?
Yeah, MAP02 not finished. There is a list of all maps that completed (I hope): MAP01, MAP07, MAP26, MAP27, MAP29, MAP30, MAP31, MAP32. Just use console to change a map, "map *mapname*" (Example: "map MAP29"). Enjoy!
Re: Re-Blood | Relase | v 0.1
Posted: Thu Jun 20, 2019 11:14 am
by Iron Droog
Just tried your mod out. It's fantastic. Like Maps of Chaos, only at Blood. My compliments to new weapons and gore system. Any chance you're gonna finish it?
Re: Re-Blood | Relase | v 0.1
Posted: Fri Jun 21, 2019 3:49 pm
by SAmik37
Iron Droog wrote:Just tried your mod out. It's fantastic. Like Maps of Chaos, only at Blood. My compliments to new weapons and gore system. Any chance you're gonna finish it?
Well, we see. Maybe someday?.. If we found more free time to finish it, or we find a good mapper to help us out with that project
Re: Re-Blood | Relase | v 0.1
Posted: Thu Jun 27, 2019 5:09 pm
by Clownman
You should open up a mapping collab of sort to recruit team members. I know of quite a few projects that have done so in the past, Hell - Blade of Agony has done that as well.
Re: Re-Blood | Relase | v 0.1
Posted: Sun Aug 18, 2019 11:59 am
by Captain J
I played this TC recently and i was BLOODY impressed! It improves, yet follows the Classic style of Blood has. Blood and Gore, Weapons and sound effects, interactive props... Those are just perfect. The maps are really well made, despite some of them are remain unfinished, unbeatable. Nevertheless, i had some blasting fun with this TC. I know that the progress isn't going smoothly, but i thank you for everything.
Again, i know it's not gonna be updated sooner or later, but here are my honest feedback after playing the game:
Spoiler:
- Nicely done with the Zdoom-friendly Cutscene at the beginning. Tho however can i skip it for a change? I'm not saying it's bad or anything. But i saw this particular cutscene often, so i'd like to skip it!
- And about the first Cutscene, Cerberus sure does love to taking over the spotlight. When he appears, he won't stop moving and takes the whole space.
- Zombies stands for a second after taking a minor damage. That makes them a bit vulnerable. Intentional?
- Wooden Doors doesn't act like one in the Original Game. Especially on Cradle to Grave.
- Weirdly enough, Rats don't attack Caleb but just roaming around. Also can't stomp on them easily. Also they actually can ram into Zombie's head and make it travel far away.
- Would you kindly increase the chance of Cultists dropping weapons? Sometimes RNGesus curses me or something, never giving me a single Sawed-Off. And it takes a while to get such weapon in Cradle to Grave now.
- Speaking of Cultists, when they're on fire, they don't get panicked and cease the firing. That makes Flare Gun a bit dangerous to use unlike in the Original Game. Oh, and did i mention that i can't use the Alt-Fir of Flare Gun and the Flare Projectile is quite slow and cannot travel very far anymore?
- Colt Speedloader pickup sprite is quite small and i barely can looking for them.
- Drum Magazine item will display "Picked up Box of Bullets" message, despite it's a Drum mag.
- Wooden Barrel prop and Metal Barrel prop with Corpse in it slides around smoothly when get hit by any flying bits and pieces.
- Let's talk about Fanatics. Oh my god them Fanatics. Their Fire rate has ridiculously increased and is just pain-bringer. Even on Still Kicking, they're hard to deal with. Does their fire rate was really this high? I have no idea. Also their voice is exactly same as Shotgun one. Never pinched down, you know?
- I like the new replaced and remixed sound effects. But i have to admit, some new sound effects are a bit meh to my ears. Especially Sawed-Off's reloading and shell bouncing sound effects. I honestly liked the Original one. Has beefiness to it and sounds like you could blast anything with it.
- I think TNT Projectile is quite slower and lighter than usual. Sometimes can't aim with it properly.
- Cultists don't purge down the human victims anymore.
- When i blow them Cultists' torso off with my Sawed-Off, they drop Two Shell Pickups sometimes. Intentional?
- I can't mutilate human victims post mortem. It sounds sick, i know. But i mean in the game.
- Butchers projectile vomit from their... Crotch? Now that's even more Revolting!
- Some enemies leave Vanilla Blood decal on the wall for some reason, while there's HD one of it.
- Tommy gun gained some disadvantages too - It's a bit inaccurate, smokes and muzzle flash coming from it makes absolutely hard to aim despite i'm actually aiming, damage and the firing sound effect is way off.
- Bullet, Flare and Shell Casings are like they're in space or something!
- Hellhounds are much faster than usual. Eventually getting caught from small spaces because you know? They loves to flame someone in small places.
- When i activate the Akimbo mode on each weapon, another mag indicator won't show up on full HUD.
- Gargoyles never get gibbed from direct hit of Napalm Launcher.
- Stone Gargoyle actually takes damage from its own fireballs' explosion.
- When you're using Voodoo doll, you have to be super precise or you'll poke yourself way often than the original game.
- Life Leech is not powerful as Original counterpart anymore. Also it never set enemies on fire.
- When i get start to drown and take damage, somehow the health gets reset. Maybe it's the play test map thing?
Hope you get back working on this fantastic TC soon!
Re: Re-Blood | Relase | v 0.1
Posted: Tue Aug 20, 2019 12:02 pm
by AL-97
Absolutely fantastic TC! As for the feedback, and to add to what Captain J has already said, because rats are less aggressive than in original game and are just roaming around there's no reason for them to count as a kill. I also noticed that reloading a weapon will not count unless a reload animation plays in full, maybe restrict the player from switching the weapon when reload animation is playing?
Overall I can only agree with the praise already given and hope that you will continue developing this total conversion. Maybe it's a bit unfortunate that the maps that you listed above as complete did not got the same treatment as Cradle To Grave map with new areas and a reshuffled progression. Yet I understand that is quite the task remaking the whole game. Say, have you thought about scaling a bit down? Remaking not the whole game but just one episode for a start, but maybe taking more of those liberties to the original design?
Anyways, I did a 100% kills and secrets playthrough of the first map if anyone is interested:
Re: Re-Blood | Relase | v 0.1
Posted: Thu Aug 22, 2019 3:37 pm
by SAmik37
Wow, someone still interested in our project..
Anyway, i don't think next update is coming soon (If it coming at all). We still need good mappers i guess. Almost all assets ready, we only need lots of maps to finish this. So, don't be so excited about this mod. Maybe that a first and last public build, but who knows. This build that you have right now, be in development like 2 years, so yeah.. Development going slow. Also our main developer (My friend Maxi) right now working on Duke Nukem addon for Ion Fury, that replace Shelly on Duke. But anyway, thank everyone for your support and feedback!.. And AL-97, nice footage you got there, good work!.. I am also love to replay some maps on max difficulty..
Re: Re-Blood | Relase | v 0.1
Posted: Thu Aug 22, 2019 9:20 pm
by Cherno
I absolutely love the recreated intro! The maps seem to have a lot of work put into them. Great project!
Re: Re-Blood | Relase | v 0.1
Posted: Thu Aug 22, 2019 9:25 pm
by Clownman
SAmik37 wrote:Wow, someone still interested in our project..
Anyway, i don't think next update is coming soon (If it coming at all). We still need good mappers i guess. Almost all assets ready, we only need lots of maps to finish this. So, don't be so excited about this mod. Maybe that a first and last public build, but who knows. This build that you have right now, be in development like 2 years, so yeah.. Development going slow. Also our main developer (My friend Maxi) right now working on Duke Nukem addon for Ion Fury, that replace Shelly on Duke. But anyway, thank everyone for your support and feedback!.. And AL-97, nice footage you got there, good work!.. I am also love to replay some maps on max difficulty..
Again: Hopefully you can take my advice to open up sort of a collab to hire mappers. Considering all the community map projects out there and everything.
Re: Re-Blood | Relase | v 0.1
Posted: Sat Aug 31, 2019 2:15 am
by memredi
loved it!
Re: Re-Blood | Relase | v 0.1
Posted: Tue Sep 10, 2019 6:10 am
by GRUARRR
Awesome TC. I hope you continue with the developement because I like it a lot.
Just two ideas for now:
1) It would be great to be able to skip the intro.
2) It would be great to be able to manage the gore (blood, flesh, etc. At least to make it go away faster, just for performance).
Thank you for sharing!
Re: Re-Blood | Relase | v 0.1
Posted: Thu Sep 12, 2019 11:05 pm
by SAmik37
Well, yeah. We somehow still alive. In our current dev build there is already some features and changes for life quality improvements based on yours feedback, for example we already add possibility to skip cutscene and we get rid of hitscan, now every hitscan weapon and enemy uses fast projectiles instead of hitscan. So you can more easily to dodge cultists bullets, and this kinda look more awesome than just hitscan. We don't think we can finish this project all by ourselves. So we plan in future to take advice from yours feedback and make "Maps contest". Sadly we don't have any cash rewards for this, main motivation to take part in contest is "You want full release? Make maps". So in future we think this project will be something like "Community Project". If community want to see fully playable build, community should finish this project together. We rework this topic when we decide to make this contest (If there is will be any contest, we still don't sure about this). Right now we heavily busy by our works and studying. And slowly polish current build based on all yours feedback. Thanks everyone for all your support and feedback, and thanks that you still interested in our slow-development project!..
Re: Re-Blood | Relase | v 0.1
Posted: Fri Sep 13, 2019 2:23 am
by jablon1000
You can use zblood or zbloodyhell maps as base of new maps. Or you can make also compability patches for this mods if you like.
Re: Re-Blood | Relase | v 0.1
Posted: Sun Sep 15, 2019 7:33 pm
by EddieMann
Movement feels a little too stiff and slow, like i'm trudging through molasses. Mind if you loosen it up a bit?