BloodWave: What A Mess

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BloodWave: What A Mess

Postby dawnbreez » Sat Aug 28, 2021 5:23 pm



You've fought long and hard to get here, and you'll have to fight even harder to survive. The Blood Wave Device glows violently, power leaking out of it in the form of brilliant white-red light.

The bodies of hundreds of demons lie in various states of dismemberment, both by your hand and theirs. Their blood is already boiling away, vaporized by the hellish energy of the BWD, only to be converted into fresh lead for the rest of your arsenal.

What a mess.

BloodWave takes the tradeoff-centric resource and cooldown management of Doom Eternal, simplifies it a bit, and drags it back to '96, replacing weapons and monsters to create a brain-melting balance between power fantasy and brutally-fast defeat. You'll have to pay attention to how you slaughter the demons if you want to survive.

The key lies in the way monsters drop items in BloodWave. (Almost) Every enemy you face will drop a few armor shards after getting "staggered" by a certain amount of damage, and will drop health bonuses after getting killed...unless you use certain weapons. For instance, the Bolter Pistol will cause enemies to drop ammo instead of health. Play it smart, and you can turn a roomful of baddies into an armory--or heal to full instead. The choice is yours.

Spoiler: "The Weapons"


Spoiler: "The Screenshots In Glorious 320x200 feat. Compendium"


DOWNLOAD ON ITCH.IO
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Re: BloodWave: What A Mess

Postby Samarai1000 » Mon Sep 13, 2021 11:17 pm

Just gave this a quick run through the first few maps of Doom 2. Only real complaints are that the Plasma Rifle equivalent's (forgot the name, sorry!) firing sound becomes a bit grating on the ears at high speed, and the spinning item pickups (while a very cool effect) can be a bit hard to see in some situations, maybe make them full-bright?

I can safely say this mod is criminally underrated, the weapons are very unique and the mechanics work well once you adjust to them.
(It took me an embarrassingly long time to realize the Nail Shotgun's cocking animation is 100% cosmetic.)
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Re: BloodWave: What A Mess

Postby will183 » Tue Sep 14, 2021 2:13 am

Pretty fun, but I do feel like it needs a bit more difficulty. Atleast on vanilla Doom 2 maps it's a little easy. somewhat Harder enemies could go a long way to making this better.
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Re: BloodWave: What A Mess

Postby dawnbreez » Tue Sep 14, 2021 4:28 am

Samarai1000 wrote:Just gave this a quick run through the first few maps of Doom 2. Only real complaints are that the Plasma Rifle equivalent's (forgot the name, sorry!) firing sound becomes a bit grating on the ears at high speed, and the spinning item pickups (while a very cool effect) can be a bit hard to see in some situations, maybe make them full-bright?

I can safely say this mod is criminally underrated, the weapons are very unique and the mechanics work well once you adjust to them.
(It took me an embarrassingly long time to realize the Nail Shotgun's cocking animation is 100% cosmetic.)


I get ya on the PACannon. Fun fact: The reason I picked that firing sound was because I saw a video of that pac-man battle royale and heard the sound of someone taking out a huge string of ghosts in one swoop. I should be able to just turn the volume down a smidge and make it way more bearable. Worst case scenario, I go find an alternate firing sound and see about adding a cvar for it.

Fullbright on the items is also a good idea (why didn't I do that in the first place?). Maybe I'll make them flash for extra visual attention.

will183 wrote:Pretty fun, but I do feel like it needs a bit more difficulty. Atleast on vanilla Doom 2 maps it's a little easy. somewhat Harder enemies could go a long way to making this better.


I kinda tuned it for more modern monstercounts, which is a polite way of saying that I practiced using Freedoom (which has slightly higher monster counts) and a couple maps from Compendium (which also have higher-than-vanilla monstercounts). I also built in some spawner logic to catch edge cases where, for instance, a map never actually uses zombiemen. If I feel ambitious, I might come back to this and add something like GMOTA's nightmare monster variants, but that'd be a big undertaking and I've got other stuff dragging me away from mod dev. One thing I *am* gonna need to add: a long-range attack variant for the Imp replacement, because I suspect there are more imp towers in the wild than I encountered in my tests.
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