BlooM - DooM/Blood crossover

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Re: BlooM - DooM/Blood crossover

Postby Enjay » Mon Nov 04, 2019 1:04 pm

GAA1992 wrote:Will it be free someday to be ran with mods?

I've seen this question asked about a lot of mods.

Now, obviously, it's completely up to the authors of this mod how they respond to it, but I find it a bit of a worrying trend. To me it's kind of like a more diffuse version of "will it work with Brutal Doom".

This mod clearly comes with maps and it is a TC. Its enemies and weapons (and indeed character classes) are being balanced with that in mind, but the first thing some people want to do is throw that out of the window and just play it with their own combination of mods. It could be taken to imply "I don't like what you've done with this mod".

Fair enough, I guess: each to their own, but it just sits a bit uneasy with me for some reason.

This isn't really aimed at GAA1992 (indeed, he asked it in a very reasonable way). It just so happens he asked the question while I was musing on this very phenomenon anyway.
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Re: BlooM - DooM/Blood crossover

Postby Rolls » Mon Nov 04, 2019 1:21 pm

skdursh wrote:I've been playing your mod a little bit and first and foremost I want to say that I think it looks absolutely stellar so far. The callbacks to old Doom and Blood levels with all the extras decorations and touches of the macabre is outstanding.

One thing I have been having an issue with is the jump boots. You're going to have to figure out some way to show to the player that certain places are or are not accessible because I've run across quite a few things so far where I should be able to reach certain areas with the jump boots but there is an invisible wall and it feels like, what's even the point of having the jump boots if you can't use them when you see places that you know you should be able to reach? Like the church near the end of the first map on the balcony where the chaingunner-hybrids spawn after triggering the piano and another one that really ticked me off was in the second map where you are supposed to find a way to "cross the abyss" and you should be able to make the jump with the jump boots and a running start, but you get shafted by an invisible wall and thrown to your death in the abyss. It just makes for frustrating gameplay, because it all becomes a game of trial and error, with deadly consequences that feel entirely undeserved. Anyway, besides that I love the new monster designs and their attack patterns, the balance feels good, the weapons feel right, the environment is just beautiful with all sorts of aesthetically pleasing decorations thoughtfully placed and I look forward to any updates and the full-release, whenever that may be.

Arch-Viles flame attack doesn't appear to actually work or do anything either. So it is no longer even remotely intimidating to come up against one.

One of other thing is you can break the second map by clicking around in the area where the button would be before the set of stairs (based on the original E1M1 of Doom) before being locked into the "trap" with the bars and lowered into the graveyard because you can click the button before it is actually revealed after going through the graveyard and coming back into the area with the stairs. It prevents one of the scripts from triggering that opens the courtyard door (or maybe it was relowering the bars? something like that, I hope this is descriptive enough.

I have been taking pictures of most of the major bugs/issues I've been coming across so I will update this post later with more information.


Thanks a lot for your feedback skdursh! We are happy that you like it :)
To have all these issues reported will help us a lot, especially when you upload the screenshots. We´ll be working to fix all those details for next version!
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Re: BlooM - DooM/Blood crossover

Postby Dr_Cosmobyte » Mon Nov 04, 2019 1:29 pm

I understand what you say Enjay, and I'm not offended, in fact i feel i should had clarified these questions better.

See, i really loved the mod, the team had a clear objective in mind: vanilla blood + vanilla doom. And they are on their way to make it 100% precise. But to make it clear to the devs, we all played doom and blood to exaustion, and when i ask compatibility, i am not discarding their efforts, but rather to revitalize the experience from other angles, even using my own mod, Ultra-Crispy.

So, yeah, maybe i should have waited for official notes, but i am that anxious =p
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Re: BlooM - DooM/Blood crossover

Postby Rolls » Mon Nov 04, 2019 1:37 pm

GAA1992 wrote:I understand what you say Enjay, and I'm not offended, in fact i feel i should had clarified these questions better.

See, i really loved the mod, the team had a clear objective in mind: vanilla blood + vanilla doom. And they are on their way to make it 100% precise. But to make it clear to the devs, we all played doom and blood to exaustion, and when i ask compatibility, i am not discarding their efforts, but rather to revitalize the experience from other angles, even using my own mod, Ultra-Crispy.

So, yeah, maybe i should have waited for official notes, but i am that anxious =p


Don´t worry hahaha we understand, in fact we are also excited to see where we can bring BlooM in future steps.
As Enjay said, is something difficult to say, and especially now, that we are focus to fix all the issues and watching the gameplays or receiving feedback from the players.

We also have plans to add several new things to the mod, but first we need to fix the remaining issues, and probably it will take a while.
We´ll keep updating tho


BTW, your mod Ultra-Crispy is awesome :)
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Re: BlooM - DooM/Blood crossover

Postby TheDrugod » Mon Nov 04, 2019 2:23 pm

skdursh wrote:I've been playing your mod a little bit and first and foremost I want to say that I think it looks absolutely stellar so far. The callbacks to old Doom and Blood levels with all the extras decorations and touches of the macabre is outstanding.

One thing I have been having an issue with is the jump boots. You're going to have to figure out some way to show to the player that certain places are or are not accessible because I've run across quite a few things so far where I should be able to reach certain areas with the jump boots but there is an invisible wall and it feels like, what's even the point of having the jump boots if you can't use them when you see places that you know you should be able to reach? Like the church near the end of the first map on the balcony where the chaingunner-hybrids spawn after triggering the piano and another one that really ticked me off was in the second map where you are supposed to find a way to "cross the abyss" and you should be able to make the jump with the jump boots and a running start, but you get shafted by an invisible wall and thrown to your death in the abyss. It just makes for frustrating gameplay, because it all becomes a game of trial and error, with deadly consequences that feel entirely undeserved. Anyway, besides that I love the new monster designs and their attack patterns, the balance feels good, the weapons feel right, the environment is just beautiful with all sorts of aesthetically pleasing decorations thoughtfully placed and I look forward to any updates and the full-release, whenever that may be.

Arch-Viles flame attack doesn't appear to actually work or do anything either. So it is no longer even remotely intimidating to come up against one.

One of other thing is you can break the second map by clicking around in the area where the button would be before the set of stairs (based on the original E1M1 of Doom) before being locked into the "trap" with the bars and lowered into the graveyard because you can click the button before it is actually revealed after going through the graveyard and coming back into the area with the stairs. It prevents one of the scripts from triggering that opens the courtyard door (or maybe it was relowering the bars? something like that, I hope this is descriptive enough.

I have been taking pictures of most of the major bugs/issues I've been coming across so I will update this post later with more information.


First of all thank you for playing it, your feedback is really important, this details sometime are hard to see by eye of the mapper hheehe, i'll take a look all that you describe and i'll try to fix it, thanks again!
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Re: BlooM - DooM/Blood crossover

Postby TheDrugod » Mon Nov 04, 2019 2:42 pm

GAA1992 wrote:I understand what you say Enjay, and I'm not offended, in fact i feel i should had clarified these questions better.

See, i really loved the mod, the team had a clear objective in mind: vanilla blood + vanilla doom. And they are on their way to make it 100% precise. But to make it clear to the devs, we all played doom and blood to exaustion, and when i ask compatibility, i am not discarding their efforts, but rather to revitalize the experience from other angles, even using my own mod, Ultra-Crispy.

So, yeah, maybe i should have waited for official notes, but i am that anxious =p


No problem with that question, absolutly no, its not a mod, its a TC, we spent several weeks working to give to player the chance to play with hybrid or blood monster with the vanilla maps (Ultimate Doom, Doom2, final Doom and even Sigil) and their own custom vanilla maps but definetively no, it cant run with other mods.

One of the things we try to care about its give the player all the possibilities to play with Bloom:
Dont like our maps? Ok play vanilla ones. Dont like old vanilla maps? Ok then play your own maps, Do you prefer zandro over gzdoom and play it online? ok you can... the only rule is dont mix it with other mods

Thanks GAA1992 to let me the opportunity to clarify that, and Enjay for me its also a worrying trend

Thanks both!
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Re: BlooM - DooM/Blood crossover

Postby TheDrugod » Mon Nov 04, 2019 3:46 pm

Thanks @Enjay for save my ass xddd
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Re: BlooM - DooM/Blood crossover

Postby Enjay » Mon Nov 04, 2019 4:02 pm

No problem, I think it was luck as much as anything. Just be careful around that delete button. ;)

You should have just about enough posts to use PMs now. I forget exactly when that kicks in.


Anyway, normal service has been resumed. So, how about that BlooM mod eh? :)
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Re: BlooM - DooM/Blood crossover

Postby Ozymandias81 » Mon Nov 04, 2019 4:05 pm

Some clarifications about skdursh feedbacks.
Jump Boots and limits: due to the fact that mod is zandronum compatible, maps must have some defined limits to make 3d floors work (for example check how they doesn't appear near the berserk zone on blm01, while instead they work fine on gzdoom)
Accessibility of zones: neither Doom nor Blood had any kind of reference to let players figure which zone is accessible or not, and since we must handle zandronum limits we don't have now a plan to add any kind of help like that, it may also look too much modern-ish and not consistency wise in terms of games features we plan to respect, but never say never.

In order to check properly which bugs or issues have been fixed, check our github repository as linked on main OP

Thanks a lot again for your feedbacks, this is why I love this community too, so responsive and straight :)
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Re: BlooM - DooM/Blood crossover

Postby Skidjit » Mon Nov 04, 2019 4:37 pm

Really enjoying the crossover. A buddy and I will have to try this on Zandro at some point.
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Re: BlooM - DooM/Blood crossover

Postby Rolls » Mon Nov 04, 2019 5:28 pm

Skidjit wrote:Really enjoying the crossover. A buddy and I will have to try this on Zandro at some point.


Glad that you like it! :)
When you play in Zandro, if you record a Gameplay in Coop don´t hesitate to send to us!
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Re: BlooM - DooM/Blood crossover

Postby Ozymandias81 » Tue Nov 05, 2019 6:09 am

If people wants to know with which exact builds of which sourceport you can run BlooM, here you are them:

- GZDoom 3.0.0 minimum, but with 3.2.0 to 3.2.5 (I think) you can't see our custom BlooM options menu entry, and with GZDoom 4+ there are some issues with fullscreen HUD
- Zandronum 2.8+ since there is an entry on MAPINFO which doesn't work on old builds
- LZDoom 3.80+ with maybe some issues on 3d floors and HUD scaling
- QZDoom 2.1+ with some issues with cameras and program exit, plus also voxels impacts performance drastically here
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Re: BlooM - DooM/Blood crossover

Postby Skidjit » Tue Nov 05, 2019 8:55 pm

Rolls wrote:
Skidjit wrote:Really enjoying the crossover. A buddy and I will have to try this on Zandro at some point.


Glad that you like it! :)
When you play in Zandro, if you record a Gameplay in Coop don´t hesitate to send to us!


We actually just got done with a Twitch live stream. Link to the video is right here:

https://www.twitch.tv/videos/504487380

The first half is us COOP in BLooM. Enjoy!
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Re: BlooM - DooM/Blood crossover

Postby Rolls » Wed Nov 06, 2019 1:03 am

Skidjit wrote:
Rolls wrote:
Skidjit wrote:Really enjoying the crossover. A buddy and I will have to try this on Zandro at some point.


Glad that you like it! :)
When you play in Zandro, if you record a Gameplay in Coop don´t hesitate to send to us!


We actually just got done with a Twitch live stream. Link to the video is right here:

https://www.twitch.tv/videos/504487380

The first half is us COOP in BLooM. Enjoy!


Thanks for share! :)
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Re: BlooM - DooM/Blood crossover

Postby BoJustBo » Wed Nov 06, 2019 2:35 pm

Arachnospider... sooooo, spider spider?
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